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Cleric Spells
Baldur's Gate II: Shadows of Amn

Cleric Spells

Baldur's Gate II: Shadows of Amn Cleric spell guide covering Level 1 and Level 2 spells like Armor of Faith, Bless, and Cure Light Wounds.

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Baldur's Gate II: Shadows of Amn Cleric spell guide covering Level 1 and Level 2 spells like Armor of Faith, Bless, and Cure Light Wounds.

Level 1 Cleric Spells:

Armor of Faith

Walkthrough
  1. 1
    Casting Time: 1 round.
  2. 2
    Area of Effect: The caster.
  3. 3
    Duration: 3 rounds + 1 round per caster level.
  4. 4
    Range: 0.
  5. 5
    Saving Throw: N/A.
  6. 6
    Effect: Provides 5% damage resistance, increasing by 5% for every 5 caster levels.

Tips: This spell will eventually resist 25% damage.

Bless

Walkthrough
  1. 1
    Casting Time: 9 rounds.
  2. 2
    Area of Effect: 15' radius.
  3. 3
    Duration: 6 rounds.
  4. 4
    Range: 40'.
  5. 5
    Saving Throw: N/A.
  6. 6
    Effect: Gives allies in the area of effect +1 to THAC0 (To Hit Armor Class 0) and damage.

Tips: A solid but short-lived benefit that becomes obsolete but is still worth taking at low levels.

Command

Walkthrough
  1. 1
    Casting Time: 1 round.
  2. 2
    Area of Effect: 1 creature.
  3. 3
    Duration: 1 round.
  4. 4
    Range: 90'.
  5. 5
    Saving Throw: Special.
  6. 6
    Effect: Commands the target to fall asleep for a single round. Creatures with 6 HD (Hit Dice) or more get a save vs. spell.

Remarks: More-or-less obsolete by Baldur's Gate 2.

Cure Light Wounds

Walkthrough
  1. 1
    Casting Time: 5 rounds.
  2. 2
    Area of Effect: 1 creature.
  3. 3
    Duration: Instant.
  4. 4
    Range: Touch.
  5. 5
    Saving Throw: N/A.
  6. 6
    Effect: Restores 8 HP (Hit Points) to the target.

Detect Evil

Walkthrough
  1. 1
    Casting Time: 2 rounds.
  2. 2
    Area of Effect: 30' radius.
  3. 3
    Duration: Instant.
  4. 4
    Range: 0.
  5. 5
    Saving Throw: None.
  6. 6
    Effect: Any Evil creature within the area of effect will glow red.

Remarks: If it's attacking you, the chances are it's evil. Not a useful spell to have memorised.

Doom

Walkthrough
  1. 1
    Casting Time: 9 rounds.
  2. 2
    Area of Effect: 1 creature.
  3. 3
    Duration: 1 turn.
  4. 4
    Range: 25'.
  5. 5
    Saving Throw: None.
  6. 6
    Effect: The target suffers -2 THAC0 and -2 to its saves for the duration of the spell.

Remarks: Very good debuff, shame it's only single-target.

Magical Stone

Walkthrough
  1. 1
    Casting Time: 4 rounds.
  2. 2
    Area of Effect: 1 creature.
  3. 3
    Duration: Instant.
  4. 4
    Range: Visual range of the caster.
  5. 5
    Saving Throw: None.
  6. 6
    Effect: Throws a missile at an enemy inflicting 1-4 damage.

Remarks: You're almost certainly better off whacking the enemy with your weapon.

Protection from Evil

Walkthrough
  1. 1
    Casting Time: 1 round.
  2. 2
    Area of Effect: 1 creature.
  3. 3
    Duration: 3 rounds + 1 round per caster level.
  4. 4
    Range: Touch.
  5. 5
    Saving Throw: N/A.
  6. 6
    Effect: Grants the target +2 AC (Armor Class) vs. attacks from evil creatures.

Remarks: To all intents and purposes, all enemies are evil so this is a solid buff. No idea why it's shorter-lived than the Mage equivalent, though.

Remove Fear

Walkthrough
  1. 1
    Casting Time: 1 round.
  2. 2
    Area of Effect: 15' radius.
  3. 3
    Duration: 1 hour.
  4. 4
    Range: 30'.
  5. 5
    Saving Throw: N/A.
  6. 6
    Effect: Removes the effects of fear from the party and renders them immune for the duration of the spell.

Tips: Fear is one of many effects that makes you lose control of your party members, making this spell essential.

Sanctuary

Walkthrough
  1. 1
    Casting Time: 4 rounds.
  2. 2
    Area of Effect: The caster.
  3. 3
    Duration: 1 turn.
  4. 4
    Range: 0.
  5. 5
    Saving Throw: N/A.
  6. 6
    Effect: Enemies ignore the caster so long as she does not take hostile action.

Tips: Useful for taking the heat off your cleric. The cleric can turn undead without breaking Sanctuary. A Cleric / Thief can find and remove traps without being bothered by enemies while this spell is active. At a very high level, Globe of Blades followed by Sanctuary is a nasty combination.

Shillelagh

Walkthrough
  1. 1
    Casting Time: 2 rounds.
  2. 2
    Area of Effect: The caster.
  3. 3
    Duration: 4 rounds + 1 round per caster level.
  4. 4
    Range: 0.
  5. 5
    Saving Throw: N/A.
  6. 6
    Effect: Creates a +1 club that strikes for 2-8 crushing damage.

Remarks: Useless beyond the opening dungeon.

Level 2 Cleric Spells:

Aid

Walkthrough
  1. 1
    Casting Time: 5 rounds.
  2. 2
    Area of Effect: 1 creature.
  3. 3
    Duration: 1 round + 1 round per caster level.
  4. 4
    Range: Touch.
  5. 5
    Saving Throw: N/A.
  6. 6
    Effect: The recipient gains +1 to THAC0 and saving throws along with 1-8 bonus HP.

Remarks: Since Bless benefits the entire party, it's generally better to stick with that. The bonus HP are neither here nor there, really.

Barkskin

Walkthrough
  1. 1
    Casting Time: 5 rounds.
  2. 2
    Area of Effect: 1 creature.
  3. 3
    .
  4. 4
    Range: Touch.
  5. 5
    Saving Throw: N/A.
  6. 6
    Effect: Bestows AC 6 on the recipient with an additional +1 bonus for every four caster levels (i.e., AC 5 at level 4 and AC 4 at level 8 to a maximum of AC 1 at level 20). The recipient also receives +1 to saves vs. Breath, Death, Polymorph and Wand.

Remarks: This gets really good at higher levels but at level 8 it's already as good as splint mail. If, for some reason, you've chosen to play as a Shapeshifter, this spell is literally a life saver.

Chant

Walkthrough
  1. 1
    Casting Time: 9 rounds.
  2. 2
    Area of Effect: 15' radius.
  3. 3
    Duration: 1 turn.
  4. 4
    Range: 0.
  5. 5
    Saving Throw: N/A.
  6. 6
    Effect: Allies gain +1 to THAC0, damage and saves, and all damage rolls (apart from base weapon damage) are reduced by one point per die. For example, an Arrow of Ice will do 1-6 weapon damage + 1-5 cold damage, while a fireball might do 5-25 damage rather than 5-30. Effects for enemies are reversed.

Remarks: This is a pretty decent buff spell hurt only by the long casting time.

Draw Upon Holy Might

Walkthrough
  1. 1
    Casting Time: 2 rounds.
  2. 2
    Area of Effect: The caster.
  3. 3
    Duration: 1 turn.
  4. 4
    Range: 0.
  5. 5
    Saving Throw: N/A.
  6. 6
    Effect: The caster gains 1 point for every 3 caster levels to Strength, Dexterity and Constitution.

Remarks: This is pretty good when cast by a Cleric whose attribute points are already good. It will probably do more for Anomen than Viconia, however.

Find Traps

Walkthrough
  1. 1
    Casting Time: 5 rounds.
  2. 2
    Area of Effect: 15' radius.
  3. 3
    Duration: 3 turns.
  4. 4
    Range: 0.
  5. 5
    Saving Throw: N/A.
  6. 6
    Effect: Reveals traps within the spell's area of effect.

Remarks: Since it doesn't _remove_ the traps that it reveals, this spell is somewhat unuseful.

Flame Blade

Walkthrough
  1. 1
    Casting Time: 4 rounds.
  2. 2
    Area of Effect: The caster.
  3. 3
    .
  4. 4
    Range: 0.
  5. 5
    Saving Throw: N/A.
  6. 6
    Effect: Creates a scimitar that strikes for 1-4 slashing damage plus 5-6 points of fire damage. It does not strike as an enchanted weapon.

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