Baldur's Gate II: Shadows of Amn &
Baldur's Gate II: Throne of Bhaal
version 1.52
created on 8/23/01
last updated on 9/25/01

Priests Spell List & Analysis by AquaWarlock (WarlockofAuras@aol.com)


Comments:  Comments on this FAQ are well appreciated, so as long as they are
not flames.

Copyright Info:  This document is copyrighted to AquaWarlock 2001.  Plagarism
is bad.  So if you want to use part of this (or the entire) document here,
e-mail me at the above address.  I'll probably give you the permission fer it.




This FAQ is a run-down on the priest's spells in Baldur's Gate II and its
Expansion.  Spells are graded on a 1-10 scale (1 being least useful and 10
being most useful); they might also be graded on '-' or '+' scale, which means
as the party furthers along the game, the spell's usefulness gets better/worse
(respectively).  In addition, numbers surrounded by asterisks (e.g. *4*) means
my opinion on that particular spell changed quite significantly in light of
feedbacks and thus, a significantly improved/regressed score.

School Symbols: ABJ. = Abjuration  ALT. = Alteration
CON.=Conjuration/Summoning  DIV. = Divination  ENC.= Enchantment/Charm
ILL. = Illusion  INV.=Invocation/Evocation  NEC. = Necromancy



LEVEL ONE SPELLS:

1. Armor of Faith (Casting Time: 1  Duration: 3 rounds + 1/level) ABJ.
What it does- Absorbs part of the damage from magical/non-magical attacks.  For
every 5 levels, another 5% of damage is absorbed (up to 25% for a 20th-level
priest)
Usefulness- (6+)  This defensive spell is pretty useful if you find your priest
in a direct line of fire.  Its quick casting time allows this spell to be
pulled off 99% of the time, and it improves as your priest levels up.  Its long
duration (which also goes up with level) also allow your priest to cast this
ahead of time as a preventive measure, so its a good idea to save a slot or two
for this spell.

2. Bless (Casting Time: 1 round  Duration: 6 rounds)  CON.
What it does- All allies within 25 feet of the spell's target will be blessed,
giving them a +1 bonus to attack roll and a +1 bonus to save against fear
effects.
Usefulness- (5) A +1 bonus is better than none, and this spell affects multiple
allies. Because of its long casting time tho, it is not a very good spell in
the heat of battle.

3. Command Word: Die (Casting Time: 1  Duration: 1 round) ENC.
What it does- The targeted creature will sleep for a single round.  After one
round it awakens again.
Usefulness- (*3*) Previously a 5, Roman informed me that this spell does have a
save (save v. spells, no bonus/penalty).  Despite the short casting time, the
possibility of a save and the short duration of this spell makes it
not-so-worthy to cast.

4. Cure Light Wounds (Casting Time: 5)  NEC.
What it does- Heals 1d8 damage to target
Usefulness- (2-) Pretty cruddy, considering that the healed amount is not a set
level.  Also, as you progress along the game even the max. 8 hp allowed by this
spell won't matter much.

5. Detect Evil (Casting Time: 1 round  Duration: 1 turn) DIV.
What it does- Detects Evil-aligned creatures and marks the general direction
they are in with red arrows, and the type of creatures will appear in text box
Usefulness- (*4*) Most creatures you'll fight would be evil, so this spell
would be somewhat an indicator of where your next battle will be.  However, it
does not tell you how far away the enemies are; thus making it hard for
deciding when to cast "pre-battle" spells.

6. Doom (Casting Time: 1 round  Duration: 1 turn) ALT.
What it does- Penalized the target's saving throws and attack throw by 2.
Usefulness- (6) This spell is kind of like a priest's version of mage spell
Greater Malison, except its a single-target spell, affect attack as well as
saving throws, and lasts only a fixed amount of time.  Would be a decent spell
had its casting time been shorter.

7. Entangle (Casting Time: 4  Duration: 1 turn) ALT.
What it does- All creatures within 20-feet of the spell's target must make a
save vs. spell (+3 bonus) or be entangled.  Entangled creatures stay fixed in
one place but can still attack (and as far as I know, cast spells).
Usefulness- (3) This spell is good on melee-weapon-wielding enemies because
they really can't attack when they're entangled, giving you a chance to shoot
missiles/spells at them.  However, the saving throw is very easy to make and
missile-using enemies can still attack you while entangled, making this spell
not-so-useful.

8. Magical Stone (Casting Time: 4  Duration: Special) ENC.
What it does- Summons one small pebble at priest's hand, which can be thrown
for 1d4 damage.  The pebble is considered +1 when determining whether target
gets hit, but confers no to-hit/attack bonuses.
Usefulness- (1-) This is a total waste of a slot.  The damage is crap, and the
spell still has a chance of being interfered.  Enough said.

9. Protection from Evil (Casting Time: 1  Duration: 1 turn) ABJ.
What it does- When evil-aligned creatures attack the target of this spell,
their attack rolls get penalized by 2.  Also, when the target of this spell
makes saving throws as a result of attacks, he/she makes it with a bonus of 2.
Usefulness- (4-) This spell is pretty useful since it gives some magical
protection to the target of this spell.  However, the higher-level spell
"Protection from Evil 10' Radius" is much more useful, especially if this spell
is cast to prevent Demon attacks.

10. Remove Fear (Casting Time: 1  Duration: 2 turns) ABJ.
What it does- Maximizes morales of spell's target (and a number of his allies,
depending on level), preventing fear from morale loss, including morale loss
induced by spells.
Usefulness- (*6*)  Formerly rated a 1, but I improved this score significantly
in light of A. Sisto & Roman's comment.  This spell not only prevent fear from
morale loss (which, as I mentioned before, RARELY happens), it also remove any
fear (magical or not) the target has to begin with.  However, on feared people
this spell is also somewhat difficult to cast, considering how fast they run.

11. Sanctuary (Casting Time: 4  Duration: 1 turn) ABJ.
What it does- Basically makes the priest invisible until spell expires or until
the priest performs an "offensive action" (casting spells targeted at others,
attacking).
Usefulness- (6) This spell is useful if your priest run low on HP and need some
time to heal himself.

12. Shillelagh (Casting Time: 2  Duration: 4 rounds + 1/level) ALT.
What it does- Creates a magic +1 cudgel that has a +1 attack bonus and inflicts
2d4 damage on opponents.
Usefulness- (2-) This spell is only good in the very beginning of the game when
your priest doesn't have magical weapons.  However, as the game progresses,
you'll definitely find better weapons, making this spell obsolete.


LEVEL TWO SPELLS:

1. Aid (Casting Time: 5  Duration: 1 round + 1 round/level) NEC./CON.
What it does- The target of this spell receives the benefit of a bless (+1 to
Attack and Saving Rolls) and an additional 1d8 hit points (which can go above
target's normal max. hitpoints) for the duration of the spell.
Usefulness- (4+) This spell isn't as useful as bless because it affects only
one target, and the bonus hit points are pretty much negligble.  However, it
does get progressively better (lasting longer than Bless) and its casting time
is shorter than Bless.

2. Barkskin (Casting Time: 5 Duration: 4 rounds + 1 round/level) ALT.
What it does- Makes target's skin tough as bark, setting base AC to 6, and an
additional -1 to AC every 4 levels.  This spell also grants a +1 bonus to
saving throws.
Usefulness- (6+) This spell is powerful considering its level.  A level 20
priest can make its target get an AC of 1 (equivalent of full plate) which
lasts 24 rounds.  Great on mages.

3. Chant (Casting Time: 1 round  Duration: 5 rounds) CON.
What it does- This spell affects 30-feet radius of the target. 
Attack/Damage/Saving Rolls by friendly units in this radius receive +1 bonus,
and enemy units receive a -1 penalty to these rolls.
Usefulness- (6) This spell's dual effects (a Bless on friendly units and an
"de-Bless" on enemy units) is useful; but like Bless, its long casting time and
not-so-long duration hinders its usefulness in midst of battle.

4. Charm Person/Mammal (Casting Time: 5  Duration: 5 rounds) ENC.
What it does- Allows the priest to charm one person/mammal.  If target fails
save v. spells, it will be an ally of the caster for 5 rounds.  However, the
charm is broken if the caster or his allies tries to harm the charmed creature.
Usefulness- (2) The charm in this spell is too easily broken, and even if not,
the short duration and the possibility of a save makes this spell not
worthwhile.

5. Draw Upon Holy Might (Casting Time: 2 Duration: 1 turn) INV.
What it does- Raises Strength, Constitution & Dexterity by 1 point for every 3
levels of priest.
Usefulness- (7+) This somewhat longlasting spell makes the priest a bit more
muscular, hardy, and agile, increasing damage amount, armor class, resistance
to various things.

6. Find Traps (Casting Time: 5  Duration: 3 turns) DIV.
What it does- Detects traps within 10 feet of the priest.
Usefulness- (3) A good party should have a thief around to detect traps, thus
eliminating the need for this spell.  However, this spell's advantage is that
traps are revealed instantly at start of each round.

7. Flame Blade (Casting Time: 4  Duration: 4 rounds + 1 round/2 levels) INV.
What it does- Summons a Flame Blade that deals 1d4 + 4 damage to regular
creatures, 1d4 + 6 damage to fire-susceptible creatures (e.g. Water
Elementals), and 1d4 +2 damage to fire-resistant creatures.  Fire dwellers and
such take no damage from this blade.
Usefulness- (4-) This spell is useful early on for creature that needs fire
attacks (e.g. trolls that need to be killed), but as the game progresses you'll
find much better weapons.

8. Goodberry (Casting Time: 1 round) ALT./INV.
What it does- summons 2d4 goodberries which shows up in caster's inventory. 
Each berry can be eaten for 1 hit point recovery.
Usefulness- (1) This spell is crap, as a Lvl. 1 Cure Light Wounds can work the
same effect.  Only usefulness I see in this spell is to sell the berries to
merchants for money.

9. Hold Person (Casting Time: 5  Duration: 1 turn) ENC.
What it does- Holds 1-4 humans or humanoids (man-sized or smaller) who fail a
save.  While being held, the target cannot use any ability that require speech
or motion.
Usefulness- (*7*) This spell is good for "putting aside" some enemies if you're
fighting a pack.  However, a save negates the spell's effects.  UPDATE: GT40
Rockerz mentioned this this spell is useful for ally mages who get controlled
in some way and is going berzerk.  Hey, its better to have a mage held than for
the mage to wildly throw spells at you 'cause they got dominated.

10. Know Alignment (Casting Time: 1 round) DIV.
What it does- allows the priest to see the alignment (good, neutral, evil) of
one creature of his choosing.
Usefulness- (*2*) It has limited use in non-battle situations so you can figure
out whether NPCs are more likely to lie (Ross Bannerman).  However, in battle,
the only possible use I can think of for this spell is to determine whether to
use Holy Smite/Word or Unholy Blight/Word.  But most enemies you encounter will
be evil so even for that function this spell's not worth keeping.

11. Resist Fire/Cold (Casting Time: 5  Duration: 1 round/level) ALT.
What it does- gives the target increased resistance to fire and cold.  For the
duration of the spell, all fire/cold damages are halved.
Usefulness- (5) This is a relatively good preventative measure against
fire/cold magics/attacks, which occur somewhat commonly, but unless you're
fighting Ice Salamanders or Fire Elementals its hard to know when to cast this
spell.

12. Silence, 15' Radius (Casting Time: 5  Duration: 2 rounds/level) ALT.
What it does- All creatures within 15 feet of target area has to make a save or
be silenced, disabling them from carrying conversations or casting spells.
Usefulness- (6+) This spell is good against those pesky enemy mages and
clerics, and it improves in duration over time, making this spell progressively
better.

13. Slow Poison (Casting Time: 1) NEC.
What it does- Dramatically detoxicate the poison of one creature, reducing or
eliminating damage/duration of the poison.
Usefulness- (7) Being poisoned by attacks, magics, and traps is common Baldur's
Gate, and this spell will save you a lot of healing spells/potions.

14. Spiritual Hammer (Casting Time: 5 Duration: 3 rounds + 1 round/level) INV.
What it does- Summons a magical hammer that inflicts 1d4 + 1 damage and a +1
bonus to attack and to damage for every 6 levels, capping at +3 to hit and +3
damage for a level 13 priest.
Usefulness- (4) A decent magical weapon that improves in duration and ability,
but there are a plethora of permanent weapons in the game that functions
better.


LEVEL THREE SPELLS:

1. Animate Dead (Casting Time: 1 round) NEC.
What it does- Using human or demi-human remains in the area, this spell
re-animates them as skeletons or zombies, which fight on behalf of caster.  One
skeleton/zombie can be animated for every level of the caster.
Usefulness- (*5+*) This spell is weak at first for it summons mere skeletons,
but A. Sistos mentioned that as the game progress, more powerful versions (like
the magic-resistant Skeleton Warrior) are summoned

2. Call Lightning (Casting Time: 1 round  Duration: 1 turn/level) ALT.
What it does- Calls down a bolt of lightning every turn, dealing 2-8 damage
plus 1d8 damage for every level.  The first target will be of the priest's
choosing, but thereafter the lightning bolt will strike any of the priest's
enemies within 360 feet of initial strike.  Must be cast outdoors.
Usefulness- (3++) This spell is extra powerful as the priest goes up in level,
increasing both duration and damage big-time (max. being 2-8 + 20d8 damage
bolts that last for 20 turns).  However the major drawback of this spell is
that it must be cast outdoors, preventing its use in dungeons and in caves.

3. Cure Disesase (Casting Time: 1) ABJ.
What it does- Cures a single target of blindness, and deafness, and most
diseases.
Usefulness- (5) This instant-cast spell is only good if one of the
party-members is afficted with the above conditions in the midst of battle. 
But if not, a Rest would be just as effective.

4. Cure Medium Wounds (Casting Time: 5) NEC.
What it does- Heals 14 hitpoints to target creature but not going above maximum
hitpoint amount.
Usefulness- (4-) This spell is not that useful even in the beginning of
Baldur's Gate, and as 14 hitpoints become less and less significant, so will
the effects of this spell.

5. Dispel Magic (Casting Time: 6) ABJ.
What it does- Removes all magic effects (except inate or equipped effects) from
target area (circle with 30 feet radius).  If the creator of the effect and the
caster of this spell is same, then there's a 50% chance of removal.  If the
caster of this spell is higher in level, chance of removal is 5% higher per
level difference.  If caster of this spell is lower, chance of removal is 10%
lower per level difference.
Usefulness- (7+) I find this spell exceedingly useful even though it isn't
foolproof.  It is even more useful later on in the game, when enemies will
cause your party to suffer various effects (confusion and fear, just to name a
few).

6. Glyph of Warding (Casting Time: ??) ABJ./INV.
What it does- creates a magical inscription that is used to guard a chest,
doorway or path.  It stays until triggered by an approaching creature, after
which the creature must save vs. spells or suffer 1d4 electrical damage per
level of caster.
Usefulness- (4+) Enemies in Baldur's Gate do not open doors & chests and rarely
follow you, so this spell's use as a guard is obsolete.  I do, on occasion,
cast this spell from a distance at approaching hordes of slow-moving enemies
(like undead) for some decent damage, which increases significantly with priest
level.

7. Hold Animal (Casting Time: 5  Duration: 2 rounds/level) ENC.
What it does- Immobilizes a normal or giant-sized animal, provided they fail to
make a save.  Certain animals like wyverns are not affected by this spell.
Usefulness- (3) Considering the majority of your enemies are human or humanoid,
there's rarely an occasion when this spell will come handy.

8. Holy Smite (Casting Time: 3) NEC.
What it does- Opens a holy channel upon a circular area (20 ft. radius).  Any
evil-aligned creatures will suffer 1d4 damage per level of caster and be
blinded for 1 round.  If save is made, damage is halved and blindness will not
occur.
Usefulness- (7+) The first offensive priest spell I find that can be used with
any sort of frequency, for most of your enemies are evil anyways.  However, be
ware of any evil-aligned party members and allies getting caught in the smited
area.

9. Invisibility Purge (Casting Time: 8) DIV.
What it does- Detects & dispells invisibility and invisibility-type magics
(e.g. Shadow Door) in area of effect (30'-radius circle).
Usefulness- (4) This is a good spell especially for priests who sancutaried
themselves or the various enemies who disappear by "quaffing potions".  The
main drawback is the spell's long casting time, by which the invisible creature
probably made itself visible anyways.

10. Miscast Magic (Casting Time: 5 Duration: 1 turn) ENC.
What it does- If targeted creature fails to make a save v. spell with -2
penalty, he will suffer a 80% casting failure rate for the duration of the
spell.
Usefulness- (6-) This spell is great initially in preventing mages and clerics
from spewing out spell after spell.  However, as the game progresses, the
enemies will have an easier time making their saving throws, thus making this
spell harder to take hold.

11. Protection from Fire (Casting Time: 6 Duration: 1 turn/level) ABJ.
What it does- Grants invulnerability to normal fires (oil & torch fires) and a
great resistance to magical fires, reducing its damage by 80%.
Usefulness- (5) This spell is good only as long as you know you're facing
enemies who are routinely using fire to attack.

12. Remove Curse (Casting Time: 6) ABJ.
What it does- Removes curses on targeted creature.  In addition, the creature
may be able to un-equip its cursed items.  Some curses, however, cannot be
removed by this spell.
Usefulness- (2) I don't see a need to memorize this spell unless someone is
actually cursed.

13. Remove Paralysis (Casting Time: 6) ABJ.
What it does- Frees creature from paralysis type effects (e.g. spells like
Hold).
Usefulness- (5) This spell is useful on held/stunned creatures and during the
middle of a fight, otherwise I'd just let the paralysis slide on its own.

14. Rigid Thinking (Casting Time: 5 Duration: 24 rounds??) ENC.
What it does- If the target fails a save v. spells, it will be subjected to
Rigid Thinking, which will make it wander, attack nearest person, or stand
confused.
Usefulness- (4-) This spell is not that great to begin with since it only
affects 1 creature-furthermore it can be easily saved against by the higher
level enemies.

15. Strength of One (Casting Time: 3 Duration: 1 turn) ALT.
What it does- sets every party member's strength to 18/76; if a member's
strength is higher than this, it will be lowered to 18/76.
Usefulness- (3) Unless you plan to send your mages and priests out to melee
battle (which is hard even with this spell considering their low HP), I
wouldn't have this memorized, as you might be lowering your fighters' ability
to attack.

16. Summon Insects (Casting Time: 9  Duration: 7 rounds) CON.
What it does- summon a swarm of insects to attack one enemy, who must make a
save v. breath weapons at -4 penalty or suffer its effects: a -2 Penalty to his
attacks and +2 Penalty to Armor class, suffering 1 hitpoint damage per two
seconds, and a 50% chance failure when casting spells.
Usefulness- (5-) Initially this spell is really useful for tough to beat
enemies, but when you get the more powerful Insect Plague later on, this spell
becomes obsolete.

17. Unholy Blight (Casting Time: 3) NEC.
What it does- opens a gate to negative planes, causing all good-aligned
creatures within 20-feet of the target area to suffer 1d4 damage per level of
caster and receive a -2 penalty to attacks for 4 rounds.  If the target saves,
the attack penalty is negated and damage is halved.
Usefulness- (2+) The majority of enemies in BG2 are evil-aligned, so this spell
will more likely hurt your party and allies rather than the bad guys.  Even tho
its damages does increase significantly with level, I personally wouldn't use a
slot to memorize this.

18. Zone of Sweet Air (Casting Time: 3) ABJ.
What it does- removes toxic vapors (like Cloudkill or Stinking Cloud) in a
30-yard radius from the caster.
Usefulness- (4) Usually the party will be able to move out of the area of
cloud's effect, but if not, this spell would be pretty dandy.


LEVEL FOUR SPELLS:

1. Animal Summoning 1 (Casting Time: see below Duration: Special) CON.
What it does- Summons up to 3 animals with 4 Hit Dice or less.
Usefulness- (2) The animals this spell summon are weaklings, probably getting
killed in one hit of the enemy.  Not worth memorizing.
Note: The manual said the casting time is 24 turns but I seriously doubt it;
perhaps 1 turn?

2. Call Woodland Being (Casting Time: 7  Duration: 3 turns) CON.
What it does- Summons a nymph (with spells of her own) to aide the party.
Usefulness- (7-) The nymph is pretty useful in the beginning for she has some
spells (including level 4 domination and even level 5 Cure Party) at her
disposal.  However, as you progress on the nymph's spells will be less
effective as her casting level and stats aren't that high.

3. Cause Serious Wounds (Casting Time: 7) NEC.
What it does- after casting this spell, the priest has 2 rounds to inflict an
attack.  If the attack is successful, the target takes 17 hitpoints of damage. 
If not, the spell fizzles.
Usefulness- (4-) I favor the Cure Serious Wounds spell over this one for 2
reason: a shorter casting time & Cure Serious Wounds almost always work.

4. Cloak of Fear (Casting Time: 6) CON.
What it does- The caster radiates an aura so fear.  Enemies within 3 feet need
to make a save v. spells or run in fear for 4 rounds.
Usefulness- (4) It might seem like a great spell, but its range is very short,
making the caster come dangerously close to his enemies.

5. Cure Serious Wounds (Casting Time: 5) NEC.
What it does- restores 17 hitpoints to the target.
Usefulness- (6-) A good healing spell at first, but like most other curing
spells, 17 hitpoints will be less significant as the game progresses.

6. Death Ward (Casting Time: 1 round  Duration: 1 turn/level) NEC.
What it does- protects one creature from death magic such as Disintegrate or
Power Word Kill.
Usefulness- (5) A good preparatory spell if you're planning to send a fighter
against a high-level mage, but since those events don't occur often, I won't
have this memorized on a day-to-day basis.

7. Defensive Harmony (Casting Time: 1  Duration: 10 rounds) ENC.
What it does- gives a -2 bonus in armor class to allies within 10 feet of
caster.
Usefulness- (8) An overall nice spell to have; its short casting time enables
the priest to cast this at the first sight of battle.

8. Farsight (Casting Time: 4  Duration: 3 rounds + round/level) DIV.
What it does- enables the priest to view an unexplored area of the map,
revealing creatures for the spell's duration.
Usefulness- (5) This spell can be somewhat useful in dungeons so that the party
can prepare for itself before rushing into battle.

9. Free Action (Casting Time: 7  Duration: 1 turn/level) ABJ./ENC.
What it does- makes target immune to the effect of hold/paralysis/slowing
spells, from Web to Hold Person.  In addition, if the target is already under
the influence of such a spell, casting this dispells it.
Usefulness- (4) Nice when used in combination with Web (which would hold
enemies but not the one under this spell), but for Dispelling purposes I would
rather use Dispel Magic (which negates a wider range of conditions).

10. Holy Power (Casting Time: 6  Duration: 1 round/level) INV.
What it does- makes the caster into a fighter of the same level by: 1)
adjusting his/her strength of 18/00 (even if it is normally higher) 2)
adjusting the THAC0 to that of a fighter of same level and 3) gaining and
additional hitpoint/level for duration of the spell.
Usefulness- (6) This spell is a decent spell to cast before sending the priest
off into hand-to-hand combat.  Just be aware that armor class is unchanged by
this spell.

11. Lesser Restoration (Casting Time: 2) NEC.
What it does- restore lost levels (from level drains by a vampire, for
example).  This spell is also very likely to render the caster fatigued.
Usefulness- (8) There'll be encounters with level-draining creatures in BG 2,
and having this spell at hand will prevent a detour to the temple.  However, be
sure to re-memorize those spells if the level-drained target is a mage or
priest.

12. Mental Domination (Casting Time: 4  Duration: 3 rounds/level) ENC.
What it does- If target fails to save v. spell at a -2 penalty, it will be
dominated by the priest.  It will be able to do various tasks for the caster as
long as its within the caster's sight.
Usefulness- (6-) Useful if you need one less enemy and one extra ally. 
However, the likelihood of it turning hostile again is a bit more frequent than
the mage's domination spell.  Also, as the game progresses the chances of
enemies saving against this spell is easier.

13. Negative Plane Protection (Casting Time: 3  Duration: 5 rounds) ABJ.
What it does- protects targeted creature from energy drains.
Usefulness- (4) This spell is worth memorizing only if you're traveling through
undead areas (who are most likely to drain energy levels).  Even then the spell
isn't extremely useful due to its short duration.

14. Neutralize Poison (Casting Time: 4) NEC.
What it does- the targeted creature will be neutralized of poison and restored
1d8 hit points.  In addition, disease, blindness, and deafness would be rid of
as well.
Usefulness- (7) This spell is like Slow Poison, Cure Light Wounds, and Cure
Disease combined.  So by memorizing this spell, you'll have three extra slots
to memorize other spells.  Pretty dandy, if you ask me.

15. Poison (Casting Time: 4  Duration: 1 turn) NEC.
What it does- if the victim fails save vs. poison, they will be poisoned and
suffer damage according to the caster's level.
Usefulness- (8) A very damaging spell, going up to 8d8 + 6 damage per round for
a level 17 priest.  However, this poisonous effect can always be dispelled by
slow/neutralize poison.

16. Protection from Evil 10' radius(Casting Time: 7 Duration: turn/level) ABJ.
What it does- All within 10 feet of targeted area are protected from evil: all
evil creatures who attack them receive a -2 penalty & all attacks they make
against evil creatures receive a +2 bonus.  It also protects the affected from
being attacked by a demon.
Usefulness- (7) A definite pre-requisite if you're planning to gate a demon to
do your bidding.  In addition, this spell offer good bonuses to your allies if
they're facing evil creatures (which are most of the enemies).

17. Protection from Lightning (Casting Time: 7  Duration: 5 rounds/level) ABJ.
What it does- Grants the target immunity to all lightning based attacks.
Usefulness- (3) While it does protect against one of the more damaging
elements, it is hard to know when to cast this spell.  Even if it is cast, the
enemy mage can always attack with another element.


LEVEL FIVE SPELLS:

1. Animal Summoning II (Casting Time: 8  Duration: 24 turns) CON.
What it does- summons up to 3 creatures that has 8 Hit Dice or Less.
Usefulness- (3-) While more potent than Animal Summoning 1, the creatures
summoned by this spell aren't very substantial for fighting.  At best they'll
distract your enemies attention away from you for a short while.

2. Cause Critical Wounds (Casting Time: 8) NEC.
What it does- Upon casting, the priest has 2 rounds to make an attack on the
target, after which the target will suffer 27 points of damage with no save. 
If the priest misses the target, however, the spell fizzles and nothing occurs.
Usefulness- (6) A more substantial attack than Cause Serious Wounds, however
I'd prefer Cure Critical Wounds for the lower chance of failure.

3. Chaotic Commands (Casting Time: 3  Duration: 1 turn/level) ENC.
What it does- Makes one target immune to magical commands such as charm,
confusion, sleep, and domination.  Lasts for duration or until dispelled.
Usefulness- (9) A VERY useful spell especially in dungeons.  Because of its
long lasting duration, this spell can be cast way ahead of time as a
preventative measure.  Only drawback is that the spell affects one creature.

4. Cure Critical Wounds (Casting Time: 8) NEC.
What it does- Heals 27 hitpoints to the selected creature.
Usefulness- (7-) A potent healing spell, but like previous cure spells, its
effectiveness would be less as game progresses.

5. Champion's Strength (Casting Time: 2  Duration: 3 rounds/level) ALT.
What it does- Grants to the target a THAC0 bonus of 1 every 3 levels & adjusts
the target's strength to 18/00 (even if it was higher before).
Usefulness- (3) Sounds great, but the major drawback to this spell is that the
priest is unable to cast any other spells for the duration of this spell.

6. FlameStrike (Casting Time: 8) INV.
What it does- strike the target with a column of flame, dealing 1d8 damage per
level of caster, half if saved v. spells.
Usefulness- (6+) The first instant-damage all-purpose spell.  Its damage
increase with levels makes it a keeper for memorization.  However, later on
you'll meet more fire-resistant and fire-immune enemies, thus favoring other
spells over this one.

7. Greater Command (Casting Time: 1  Duration: 1 round/level) ENC.
What it does- This affects a circular area with 20-feet area.  All creatures
within are commanded to sleep for 1 round per level of the priest.  If the
creature saves or is protected, then this spell has no effect.
Usefulness- (4) Useful when facing a big horde; in the very least some of the
enemies will take a nap for awhile, giving you a chance to defeat whoever
that's left standing (and perhaps cast a few healing spells before they wake
up).  The MAJOR drawback is that it affects allies and party members as well.

8. Insect Plague (Casting Time: 1 round  Duration: 6 rounds) CON.
What it does- summons a swarm at insect towards a targeted enemy, after which
the swarm spreads out, covering the 5 nearest enemies.  Spell casting is
impossible, 1 point of damage is inflicted every 2 seconds, and enemies that
got caught in the swarm must make save v. breath weapon or run in fear for a
run.
Usefulness- (9) One of the best druid spells in the repetoire.  It covers
multiple enemies (even invisible ones) and disable their ability to cast spells
(with few exceptions).  Furthermore, the fear effect will reduce the load your
party will have to battle for awhile.

9. Iron Skins (Casting Time: 1 round  Duration: 12 hours) ALT.
What it does- covers the druid in a skin of iron.  For every 2 levels the druid
gains an extra skin when casting this spell.  Each skin will block a physical
attack or magic physical attack (like magic missile) but not area-effect
attacks like fireball.  The skins can also be dispelled by Dispel Magic.
Usefulness- (7+) This is identical to 4th level mage spell stoneskin, and is
very effective in preventing the druid from taking damage while facing
hand-to-hand combat.

10. Magic Resistance (Casting Time: 1 round Duration: 3 rounds + 1 round/level)
ALT.
What it does- adjusts the target creature's resistance to twice that of druid's
level (e.g. a 10th level priest will imbue his target with 20% resistance). 
Note that if the target's magic resistance is normally higher, it will be
lowered to the amount provided by this spell.
Usefulness- (6+) The maximum 40% resistance allowed by this spell is way better
than none, but in BG 2 you will encounter many items that will provide magic
resistance anyways.

11. Mass Cure (Casting Time: 5) NEC.
What it does- Cures all allies within 30 feet of targeted area by 1d8
hitpoints.  An additional 1 hitpoint is cured per level of the priest.
Usefulness- (10) One slot must be saved for this spell for any druid/priest. 
The amount it cures is quite significant (21-28 for a 20th level priest) and it
affect multiple targets.  A definite keeper.

12. Pixie Dust (Casting Time: 1 round) ILL.
What it does- the priest throws pixie dust into the air and all within 10 feet
will become invisible.  This invisibility lasts until dispelled, 24 hours have
passed, or until the invisible creature performed an offensive action such as
attacking or casting offensive spells.
Usefulness- (4) I don't recommend making the entire party invisible because
certain defensive spells cannot be cast because even those require a visible
target to use.  But then again, you can always move one or two characters just
very far away from the priest...

13. Raise Dead (Casting Time: 1 round) NEC.
What it does- raises a dead party member to life.  However, that member will
have only 1 hitpoint.
Usefulness- (6) While this spell will be use once in a while and is a pretty
important spell, there's not big need to have this memorized (you can always
memorize this after the guy's dead, rest, then raise him afterwards).

14. Repulse Dead (Casting Time: 5  Duration: 1 turn) ABJ.
What it does- sends out an anti-negative energy wave each round, which pushes
undead creatures away from the caster for several seconds.
Usefulness- (6) While this spell does nothing more than delay the battle, it
does give you time to cast a few protective spells and to deal damage to a few
before this spell wears off.

15. Righteous Magic (Casting Time: 1 round  Duration: 1 round/level) ALT.
What it does- enhances the priest's fighting ability by 3 ways: gaining 1
temporary hitpoint per level of priest, gaining 1 temporary point of strength
every 3 level of priest (up to 24), and making the priest inflict maximum
damage with his/her weapon if attack succeeds.
Usefulness- (6) When use in conjunction with other self-benefit spells (which
benefit AC or THAC0), the priest can be a serious contender to even the best of
fighters.

16. Slay Living (Casting Time: 1) NEC.
What it does- when this spell is cast, the priest has 3 rounds to make an
attack upon target.  When attack succeeds, the target takes 2d6+9 damage and
must save v. spells or be killed.  If attack misses, the spell is wasted and no
effect occurs.
Usefulness- (8) This spell is pretty painful even if saved, and I would
recommend saving a slot or two for this spell in case fighters need some
helping.

17. True Seeing (Casting Time: 8  Duration: 1 turn) DIV.
What it does- dispells all illusion type spells 70 feet around the caster. 
Magic resistance of the target will not hinder the effectiveness of this spell.
Usefulness- (7+) Not very useful early on the game, but as it progresses,
you'll encounter more magic-users who would use illusion spells, which would
make this spell more important.


LEVEL SIX SPELLS:

1. Aerial Servant (Casting Time: 9  Duration: 1 turn/level) CON.
What it does- summons an aerial servant for duration of spell
Usefulness- (6) It really depends on the player's taste, really.  With Fire
Elemental Summoning, you get some randomness (sometimes its 12 Hit Dice,
sometimes 16, and sometimes 24), but Aerial Summoning conjures up the same stat
creatuer all the time.  I personally prefer the former.

2. Animal Summoning III (Casting Time: 9  Duration: 4 turns) CON.
What it does- summons 2 or 3 12-Hit Dice creatures
Usefulness- (6) This spell, on the other hand, is a little too random. 
Sometimes you get ranged-attack creatures (hobgoblins) and sometimes you get
melee-attack creatures (ogres).

3. Blade Barrier (Casting Time: 9  Duration: 1 turn) INV.
What it does- summon a blade barrier around caster.  Any creature passing
through must make a save v. spells or take 8d8 damage.  If saved, no damage is
taken.
Usefulness- (4) This spell affects party members and worse yet, allies (who
might turn against you upon getting hurt by this spell).  Unless you plan to
send your priest off a solo trip, I wouldn't recommend memorizing this.

4. Bolt of Glory (Casting Time: 9) INV.
What it does- sends a brilliant bolt whose damages varies depending on type of
creature (Undead: 8d6  Demon: 10d6  Elemental:3d4  Others:6d6).  No save is
allowed.
Usefulness- (7) A powerful spell indeed, considering magic resistance doesn't
lower or negate the damage.  However, the long casting time for this spell
makes the priest very vulnerable to attack (and spell disruption).

5. Conjure Animals (Casting Time: 9  Duration: 4 turns) CON.
What it does- summon two mountain bears for duration of the spell.
Usefulness- (7) A pretty substantial summoning spell.  The mountain bears, in
the very least, can distract the enemies for several rounds, giving time to
cast a few protective spells.

6. Conjure Fire Elemental (Casting Time: 9  Duration: 1 turn/level) CON.
What it does- summon forth a fire elemental (60% that its 12 HD, 35% that its
16 HD, and 10% that its 24 HD).  Unlike the mage's variation, no time is wasted
in trying to link with the summoned elemental, and there's no chance of the
elemental turning hostile for no reason.
Usefulness- (7) The fire elemental is one of the best creatures in the priest's
repetoire of spells, its fire will damage enemies who are immune to normal
attacks.

7. Dolorous Decay (Casting Time: 1) ALT./NEC.
What it does- Slows the target for 2 rounds, and the target must save v. poison
(-2 penalty) or suffer 1 point of damage per second for 50 seconds.
Usefulness- (7) This spell can totally be a pain to an enemy mage (who has low
HP and will get his/her spells disrupted).  It is also equally good on
fighters, whose attack speed will be slowed for awhile with this spell.

8. False Dawn (Casting Time: 9) INV.
What it does- Calls upon a reddish light which emulates sunrise.  All undead
within 30 feet suffers 6d6 damage and be confused the round after.
Usefulness- (5) A very damaging spell to the undead, but not worth memorizing
unless you're actually in an undead-infested area.

9. Fire Seeds (Casting Time: 1 round  Duration: 3 turns) CON.
What it does- creates 4 fire seeds in caster's inventory.  The seeds can be
thrown at target, causing a fireball.  All in affected area (20-ft. radius from
target) will suffer 2d8 fire damage.  If saved, the damage is halved.
Usefulness- (3) The damage for this spell is dinky for this high of a level. 
Furthermore, there's a risk of hitting party members and allies.

10. Harm (Casting Time: 1 round) NEC.
What it does- After casting, the priest has 2 rounds to make a successful
attack upon target.  If it succeeds, this spell will reduce the target's
hitpoint to 1.  If it misses, the spell fizzles.
Usefulness- (6) This spell is extremely useful against creatures with high
hitpoints.  But then again, you'll have to get close enough to them and attack
successfully.  Furthermore, creatures with that many hitpoints probably have a
few healing spells at their disposals (which they might use right after the
Harm spell).

11. Heal (Casting Time: 1 round) NEC.
What it does- Restores all hitpoints to targeted creature.  Also cure diseases,
blindness, deafness, and mind-altering effects (caused by spells or injury).
Usefulness- (9) A definite keeper, this spell can bring a brink-of-death party
member back to perfect health.  Would have been a 10 if not for the long
casting time.

12. Physical Mirror (Casting Time: 6  Duration: 9 rounds) ALT.
What it does- surrounds caster with a physical mirror.  If someone directs a
missile attack towards the caster, this spell will reflect it back to the
sender of the missile.
Usefulness- (6) This spell's effective is reflecting missile strikes, good
against bowman and mages while fighting hand-to-hand with melee-fighters.

13. Sol's Searing Orb (Casting Time: 6) INV.
What it does- creates a glowing stone in the caster's hand, which must be
thrown at a target in 1 round.  The attack gets a +3 bonus, hits for 6d6
damage, and blinds target for 1d6 round.  The target may save to avoid blinding
effect and for half the damage.  Undead creatures take 12d6 damage and are
blinded for 12 rounds when hit with this glowing rock.  If saved, they take 9d6
damage and are blinded for 6 rounds.
Usefulness- (7) Though much more effective for undead, this spell is also handy
to use against any other enemies.  However, there's always the chance of being
disturbed while casting the spell, and the even more disappointing chance that
the priest missed the attack (even with the +3 bonus).

14. Wondrous Recall (Casting Time: 9) ALT.
What it does- brings back two previously cast spells from 5th-level or lower.
Usefulness- (4) Its a somewhat useful spell, since it is two spells for the
price of one.  But since a lot of good spells are in sixth level, I would
rather not use a sixth level slot just to re-memorize two 5th-or-lower ones.


LEVEL SEVEN SPELLS:

1. Confusion (Casting Time: 7  Duration: 1 round/2 levels) ENC.
What it does- renders all enemies confused for duration of spell unless they
make a saving throw v. spells (at -2 penalty).  Confused characters either
wander away, stand in one spot, or attack nearest creature.  They will also
retaliate and attack their assailants.
Usefulness- (2) It would be a pretty neat spell, but its rather low-effect for
a level 7.  Also considering that mages learn this spell at level 4 (or the
more powerful Chaos at level 5), I'd let the mages cast this spell and let the
priest use a level 7 slot for something more powerful.

2. Conjure Earth Elemental (Casting Time: 1 round  Duration: 1 turn/level) CON.
What it does- summon forth an earth elemental (60% that its 12 HD, 35% that its
16 HD, and 10% that its 24 HD).  Unlike the mage's variation, no time is wasted
in trying to link with the summoned elemental, and there's no chance of the
elemental turning hostile for no reason.
Usefulness- (3) Its probability is just the same as 6th Level Spell summon Fire
Elemental, so you're basically summoning the same creature but from different
planes.  Maybe effective on enemies who are immune to fire.

3. Creeping Doom (Casting Time: 1 round  Duration: 6 rounds) CON.
What it does- summons a horde of insects to bite and sting the target enemy
(and nearby enemies) for 6 rounds, dealing 2 pts. of damage per *second* and
disabling the enemy's ability to cast spells.  If the victim save v. breath
weapon (-2 penalty), the duration is halved.
Usefulness- (*9*) In light of new feedback, Creeping Doom turns out to be a
more powerful variant of Insect Plague, rather than weaker.  It deals 2 HP of
damage per SECOND, as opposed to per round (like the manual stated).  That
equals to 12 HP per round and up to 72 HP if not saved.  Pretty heavy damage,
especially on mages (which is probably whom you're using the spell on).

4. Earthquake (Casting Time: 1 round) ALT.
What it does- causes an earthquake and two aftershocks in area of effect.  The
first quake causes 6d6 damage and makes everyone (friends or foe) drop their
weapons and fall for 4 rounds.  If saved, the damage is halved and side effects
are avoided.  The second quake causes 3d6 damage and makes everyone drop their
weapons.  Again, a save v. spell is needed for half damage and avoidance of
effect.  The third quake causes 2d6 damage and make everyone's weapons drop. 
Yet again, a save is needed for half damage and avoidance of side effect.  In
addition, there's a small chance this will summon a hostile earth elemental.
Usefulness- (1) Its bad enough that this spell affects everyone, but you're
also risking the chance of summoning another hostile creature.

5. Finger of Death (Casting Time: 5) NEC.
What it does- The caster sends out a life-snuffing projectile at the victim,
who takes 2d8+1 damage.  Furthermore, unless a save v. spells (-2 penalty) is
made, the victim dies.
Usefulness- (8) More effective than 5th level Slay Living in that a
hand-to-hand contact does not have to made for this spell and that the save is
harder to make.  However, Slay Living has a shorter casting time and on
average, does more damage if saved.

6. Fire Storm (Casting Time: 1 round  Duration: 4 rounds) INV.
What it does- fire and lava is soars through targeted area (circle with 20'
radius), causing 2d8 + 1/level damage (e.g. a 10th level priest would cause 2d8
+ 10 damage) to all in area of effect.
Usefulness- (5) Unless your party has members with great fire
resistances/protections, this spell will end up harming them as well as your
enemies.

7. Gate (Casting Time: 5  Duration: 33 rounds) CON.
What it does- calls a Pit Fiend from the abyss to perform services for the
caster.  However, if the caster and his allies are not Protected against Evil,
the Pit Fiend will attack them as well.
Usefulness- (7) A Pit Fiend is certainly a powerful creature that can wreak
major havoc.  When the description said anyone not protected from evil, it
means just that.  Even innocent bystanders will be the target of this demon if
they're not protected.

8. Greater Restoration (Casting Time: 3) NEC.
What it does- this powerful revival spell fully heals the target, reverse
effects of level drains, cures poisons & diseases, and negate mind spells like
berserk or domination.  However, the caster will suffer from fatigue after this
very-draining spell.
Usefulness- (*9*) Would be a 10 if it doesn't render the caster fatigued.  This
spell accomplishes what Heal & Lesser Restoration do, but does it for the whole
party (well, provided they're near the caster)(Alex Green).

9. Holy Word (Casting Time: 1) CON.
What it does- the caster hollers out a holy prayer to his/her deity.  All
evil-aligned creatures within 30' of the caster will suffer the following
effect, according to their Hit-Dice level: 3 or less (death), 4 to 7 (stunned
for 1 turn), 8 to 11 (slowed for 1 turn with 75% spell failure), 12 or higher
(deafened for 1 turn with 50% spell failure).  While there are no saves against
this spell, the effects can be dispelled.
Usefulness- (6-) It isn't that useful for me since I have Viconia in my party,
so this spell will affect her too unless I move her really far away.  And as
the game progress, most will fall under the 12 HD or more category... making
this spell less useful.

10. Nature's Beauty (Casting Time: 6) ILL.
What it does- the caster transforms himself/herself into an ideal form of
beauty for a brief moment.  All who witnessed it (5' radius) will go blind
permanently (or until dispelled).  Furthermore, if they fail a save v. spells
(+3 bonus), they'll die of pining for the beauty.
Usefulness- (7) I wouldn't count on this spell to kill enemies because of the
easy save.  However, it is a good spell if there's a team of fighter-type
enemies, since blindness penalizes attack rolls and armor class.  To compensate
for the long casting time, I would send a fighter type person to distract these
enemies while druid casts this.

11. Resurrection (Casting Time: 1 turn) NEC.
What it does- raises a dead character (not imprisoned or petrified) and fully
heals him/her.
Usefulness- (5) This does the work of two lower-level spells: Raise Dead and
Heal.  Since usually I don't raise dead characters in the midst of battle, I
find no need to heal the recently raised (a good rest will take care of that).

12. Shield of the Archons (Casting Time: 9  Duration: 3 rounds/level) ABJ.
What it does- forms a magical shield that will absorb spells equal to half the
level of the priest.  It absorbs both spells directed at the priest and
area-effect spells that the priest happens to be in.  In instances where
spell's level is higher than the levels remaining in the shield, that spell
will be absorbed while cancelling the shield.
Usefulness- (8+) Kind of a like priest's variant of spell trap.  This spell
will be more useful later on, when mages and liches have a tendency to cast
spells like Horrid Wilting and Imprisonment.

13. Sunray (Casting Time: 4) ALT.
What it does- a ray of sunlight beams upon the caster, and all within 20' of
him/her takes 3d6 damage and must save v. spells or be blinded for 10 rounds. 
Undead creatures take 1d6 damage for every level of caster and must save v.
spells or be destroyed.
Usefulness- (*6*) Formerly a 4, until Roman informed me this spell only damages
foes.  But the damage (to non-undead) is still rather dinky.

14. Symbol, Death (Casting Time: ??) CON.
What it does- the caster inscribes a symbol into the ground (tho it looks more
like a hovering rune on screen).  If a creature comes too close to it, it is
activated.  All creatures under 60 current hitpoints must make a save v. death
or die.  Those with more than 60 current hitpoints are not affected.
Usefulness- (5) It is pretty hard to determine current hitpoints since look at
status only give vague terms like "Injured" or "Badly Injured".  Furthermore,
it can affect allies as well as foes.

15. Symbol, Fear (Casting Time: ??) CON.
What it does- the caster inscribes a symbol into the ground.  When a creature
come too close to it, it will explode.  All within the area must make save v.
spells at -4 or be sent panicking in fear at 1 round per level of caster.
Usefulness- (4) I hate this for all the reasons I dislike Symbol, Stun but even
more so than stun symbol because it sends victims in fear, making them much
more harder to hunt down.

16. Symbol, Stun (Casting Time: ??) CON.
What it does- the caster inscribes a magical symbol on the ground.  If a
creature comes too close to it, it is activated.  All in the area must make
save v. spells (-4 penalty) or be stunned for 1 round/level of caster.
Usefulness- (5) Unless you're sending this symbol at a mass of slow-moving
creatures (like slimes or undead) I wouldn't recommend it because it affects
all creatures.

17. Unholy Word (Casting Time: 1) CON.
What it does- the evil priest connects with his/her deity through a prayer. 
All good-aligned within 30' will suffer an effect in accordance to their
Hit-Dice Level: 3 or less (Death), 4 to 7 (Stunned for 1 turn), 8 to 11 (Slowed
for 1 turn with 75% chance of spell failure), 12 or higher (Deafened for 1 turn
with 50% chance of spell failure).
Usefulness- (1) This spell won't do diddly squat to most of your enemies since
they're primarily evil-aligned.  Enough said.


QUEST SPELLS (Throne of Bhaal):
These spells take up 7th Level Spell Slots (with exception of Elemental
Transformation).

1. Aura of Flaming Death (Casting Time: 4  Duration: 1 round/2 levels)
INV./ALT.
What it does- surrounds the caster with a fireshield that has 4 effects: 1)
gives caster 90% fire resistance, 2) gives caster -4 AC, 3) grants caster
immunity to normal missiles & melee weapons, and 4) gives all attackers within
5'  2d10 -2 damage.
Usefulness- (5) By this time, few enemies will use normal weapons and the AC
may or may not be a bonus at all (it may even be a hindrance).  Only fire the
fire resistance & damage effect worthwhile in this spell.

2. Elemental Summoning (Casting Time: 1 round  Duration: 10 rounds) CON.
What it does- summons 2 16-HD elementals (randomly chosen from fire, air, or
earth) to do the caster's bidding for duration of spell or until slain. 
There's a 10% chance this spell will summon an elemental prince instead.
Usefulness- (8) The elementals summoned by this spell (either the 2 regular
elemental or 1 elemental prince) are fairly formidable foes.  However, they
last much shorter than the earlier Elemental Summoning Spells.

3. Elemental Transformation (Fire/Earth) (Casting Time: 4  Duration: 5 turns)
ALT.
What it does- transforms the druid into the respective elemental (this is
accessed via special abilities icon).  The elemental has -5 AC, THAC0 of 2, and
2d10 damage (2d10 crushing for earth/1d10 normal and 1d10 fire for fire).  In
addition, the caster is healed 30 hitpoints upon re-transformation into normal
self.
Usefulness- (6) Nice for transforming the caster into a real fighting machine. 
However, transforming also means the druid can't cast spells.

4. Energy Blades (Casting Time: 3  Duration: 4 turns) ALL SCHOOLS
What it does- Creates special energy discs (1 per level) which are -10 in
THAC0.  9 of these discs can be thrown in one round.  Each disc create 1d4 + 5
missile damage and an additional 1d10 electricity damage.
Usefulness- (8) This spell gives the priest tremendously effective missile
weapons due to its low THAC0, moderate damage, and extremely fast rate of fire.

5. Globe of Blades (Casting Time: 9  Duration: 1 turn) INV.
What it does- surrounds the caster with a hemisphere of flying blades.  All who
attempt to pass through must make a save v. spells (-2 penalty) or suffer 10d10
damage.
Usefulness- (7) Slightly higher in damage than 6th level blade barrier, but
still retains the drawback that allies get damaged as well.

6. Greater Elemental Summoning (Casting Time: 1 round  Duration: 10 rounds)
CON.
What it does- summons a random elemental prince (from air, fire, or earth) to
do the caster's bidding.
Usefulness- (9) A good spell, because the elemental princes have various spells
and special ability at their disposal (the Air Elemental Prince, for example,
has Globe of Blade ability and can cast Whirlwind which blow enemies away). 
The duration for this spell is still short tho.

7. Mass Raise Dead (Casting Time: 2) NEC.
What it does- raises all dead members in party and cures them 3d10 + (1/level)
in hitpoints.
Usefulness- (7) More useful than resurrection in that multiple targets are
raised and healed somewhat.  But since dead characters can be raised any time
after they're dead, I wouldn't memorize this ahead of time.  Besides, what good
does it do to raised characters who are unequipped in the midst of battle?

8. Storm of Vengeance (Casting Time: 8  Duration: 3 rounds) ALT./INV. (?)
What it does- causes an area (circle of 30' radius) to rage with a heavenly
storm.  It poisons all enemies in first round, as well as causing 1d6 fire, 1d6
acid, and 1d6 electrical damage.  The fire, acid, electrical damage will occur
again each subsequent round.  Enemies of 6th level or lower are slain instantly
by this spell.
Usefulness- (10) Despite the moderate damage, this spell's ability to damage
only enemies make it one of the best in priest's pool.

9. Summon Deva (Casting Time: 5  Duration: 4 rounds + 1 round/level) CON.
What it does- opens a celestial gate and summons a angelic guardian to fight at
caster's side.
Usefulness- (9) Another great summoning spell.  Even though the Deva is not as
powerful as the mage's planetar, it still has several good spells at its
disposal.

10. Summon Fallen Deva (Casting Time: 5  Duration: 4 rounds + 1 round/level)
CON.
What it does- opens an abyssal gate and summons a demonic guardian to fight at
caster's side.
Usefulness- (8) Every bit as powerful as the angelic variant.  The lower 1
point tho, is due to its evil alignment, making it vulnerable to "Holy" spells
that target evil-aligned characters (of which most enemies are).



Sidenotes:
Rounds & Turns: 10 rounds = 1 turn
Casting Time:  When casting time is just a number, it stands for x/10 time of a
round (6 seconds).  So if a casting time is 5, it takes half a round (or 3
seconds) to complete the spell.


Version History:
1.0 Basically everything
1.1 Added sidenotes; corrected some grammar
1.2 Further grammar corrections; re-rated Greater Command Spell.
1.3 Made revisions of Animate Dead, Draw Upon Holy Might, and Remove Fear in
light of comments made by A. Sistos.  Also revised Command Word: Die & Sunray
in light of comments by Roman.
1.4 Minor revisions; added a rating to Globe of Blades ability.
1.5 Revision to Greater Restoration and Know Alignment.
1.51 Revision to Creeping Doom
1.52 Revision of Hold Person + change of email addy.


Special Thanks:
Dan Simpson for his super-thorough FAQ on BG: SoA and BG: ToB.
GameFAQs for hosting a plethora of... well... game FAQs
Black Isle/Bioware for releasing this wonderful game in my otherwise mundane
life
JBolton (on GameFAQs), who released a mage's spell list, and kind of inspired
me to release a priest's version
A. Sistos for helpful feedback.
Roman for feedback.
Alex Green for feedback
Ross Bannerman for feedback
GT40 Rockerz for feedback
Everyone else on BG game boards that provided me with pointers