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Specialists: List of forbidden spells

PeccaPecca Member Posts: 2,215
While working on a mod, I gathered a list of forbidden spells for each specialist mage, with their codes (the first digit in the code represents a spell level). Perhaps, it will be useful to someone.

(Also, you can write any spell to a spellbook, by pointing a cursor on a mage and typing a console command: C:AddSpell("spwiXXX"), with XXX being a number from the list.)

List of forbidden spells:
Abjurer (opposed school - alternation):
-SPWI103 - Burning Hands
-SPWI105 - Color Spray
-SPWI115 - Shocking Grasp
-SPWI207 - Knock
-SPWI214 - Strength
-SPWI219 - Vocalize
-SPWI305 - Haste
-SPWI312 - Slow
-SPWI408 - Stoneskin
-SPWI413 - Otiluke's Resilient Sphere
-SPWI415 - Polymorph Other
-SPWI416 - Polymorph Self
-SPWI421 - Teleport Field
-SPWI425 - Wizard Eye
-SPWI603 - Tenser's Transformation
-SPWI604 - Flesh to Stone
-SPWI613 - Improved Haste
-SPWI616 - Disintegrate
-SPWI625 - Stone to Flesh
-SPWI704 - Ruby Ray Of Reversal
-SPWI711 - Sphere of Chaos
-SPWI909 - Time Stop
-SPWI916 - Shapechange

Conjurer (opposed school - divination):
-SPWI110 - Identify
-SPWI111 - Infravision
-SPWI202 - Detect Evil
-SPWI203 - Detect Invisibility
-SPWI208 - Know Alignment
-SPWI301 - Clairvoyance
-SPWI322 - Detect Illusion
-SPWI424 - Farsight
-SPWI515 - Oracle
-SPWI609 - True Sight

Diviner (opposed school - conjuration):
-SPWI101 - Grease
-SPWI102 - Armor
-SPWI123 - Find Familiar
-SPWI211 - Melf's Acid Arrow
-SPWI220 - Power Word, Sleep
-SPWI224 - Glitterdust
-SPWI303 - Flame Arrow
-SPWI309 - Monster Summoning I
-SPWI317 - Ghost Armor
-SPWI407 - Monster Summoning II
-SPWI423 - Spider Spawn
-SPWI504 - Monster Summoning III
-SPWI516 - Conjure Lesser Fire Elemental
-SPWI520 - Conjure Lesser Air Elemental
-SPWI521 - Conjure Lesser Earth Elemental
-SPWI601 - Invisible Stalker
-SPWI612 - Power Word, Silence
-SPWI619 - Wyvern Call
-SPWI620 - Conjure Fire Elemental
-SPWI621 - Conjure Air Elemental
-SPWI622 - Conjure Earth Elemental
-SPWI623 - Carrion Summons
-SPWI624 - Summon Nishruu
-SPWI707 - Cacofiend
-SPWI714 - Prismatic Spray
-SPWI715 - Power Word, Stun
-SPWI717 - Summon Efreeti
-SPWI718 - Summon Djinni
-SPWI719 - Summon Hakeashar
-SPWI807 - Summon Fiend
-SPWI811 - Symbol, Fear
-SPWI813 - Maze
-SPWI815 - Power Word, Blind
-SPWI816 - Symbol, Stun
-SPWI817 - Symbol, Death
-SPWI905 - Gate
-SPWI912 - Power Word, Kill

Enchanter (opposed school - invocation):
-SPWI112 - Magic Missile
-SPWI114 - Shield
-SPWI118 - Chromatic Orb
-SPWI213 - Stinking Cloud
-SPWI215 - Web
-SPWI217 - Agannazar's Scorcher
-SPWI304 - Fireball
-SPWI308 - Lightning Bolt
-SPWI325 - Melf's Minute Meteors
-SPWI403 - Fireshield (Blue)
-SPWI404 - Ice Storm
-SPWI418 - Fireshield (Red)
-SPWI420 - Minor Sequencer
-SPWI502 - Cloudkill
-SPWI503 - Cone of Cold
-SPWI518 - Phantom Blade
-SPWI523 - Sunfire
-SPWI614 - Death Fog
-SPWI615 - Chain Lightning
-SPWI617 - Contingency
-SPWI710 - Spell Sequencer
-SPWI712 - Delayed Blast Fireball
-SPWI716 - Mordenkainen's Sword
-SPWI809 - Spell Trigger
-SPWI810 - Incendiary Cloud
-SPWI818 - Bigby's Clenched Fist
-SPWI908 - Chain Contingency
-SPWI911 - Meteor Swarm
-SPWI915 - Black Blade of Disaster
-SPWI918 - Bigby's Crushing Hand

Illusionist (opposed school - necromancy):
-SPWI117 - Chill Touch
-SPWI119 - Larloch's Minor Drain
-SPWI205 - Horror
-SPWI218 - Ghoul Touch
-SPWI313 - Skull Trap
-SPWI314 - Vampiric Touch
-SPWI324 - Hold Undead
-SPWI409 - Contagion
-SPWI414 - Spirit Armor
-SPWI501 - Animate Dead
-SPWI605 - Death Spell
-SPWI713 - Finger of Death
-SPWI720 - Control Undead
-SPWI812 - Abi-Dalzim's Horrid Wilting
-SPWI913 - Wail of the Banshee
-SPWI914 - Energy Drain

Invoker (opposed school - enchantment):
-SPWI104 - Charm Person
-SPWI107 - Friends
-SPWI116 - Sleep
-SPWI209 - Luck
-SPWI221 - Ray of Enfeeblement
-SPWI306 - Hold Person
-SPWI316 - Dire Charm
-SPWI401 - Confusion
-SPWI411 - Emotion: Hopelessness
-SPWI412 - Greater Malison
-SPWI417 - Enchanted Weapon
-SPWI506 - Domination
-SPWI507 - Hold Monster
-SPWI508 - Chaos
-SPWI509 - Feeblemind

Necromancer (opposed school - illusion):
-SPWI106 - Blindness
-SPWI120 - Reflected Image
-SPWI125 - Spook
-SPWI201 - Blur
-SPWI206 - Invisibility
-SPWI212 - Mirror Image
-SPWI223 - Deafness
-SPWI307 - Invisibility, 10' Radius
-SPWI405 - Improved Invisibility
-SPWI505 - Shadow Door
-SPWI607 - Mislead
-SPWI703 - Project Image
-SPWI721 - Mass Invisibility
-SPWI804 - Simulacrum

Transmuter (opposed school - abjuration):
-SPWI108 - Protection From Petrification
-SPWI113 - Protection From Evil
-SPWI210 - Resist Fear
-SPWI302 - Remove Magic
-SPWI310 - Non-Detection
-SPWI311 - Protection From Normal Missiles
-SPWI318 - Minor Spell Deflection
-SPWI319 - Protection From Fire
-SPWI320 - Protection From Cold
-SPWI321 - Spell Thrust
-SPWI326 - Dispel Magic
-SPWI406 - Minor Globe of Invulnerability
-SPWI410 - Remove Curse
-SPWI419 - Secret Word
-SPWI510 - Spell Immunity
-SPWI511 - Protection From Normal Weapons
-SPWI512 - Protection From Electricity
-SPWI513 - Breach
-SPWI514 - Lower Resistance
-SPWI517 - Protection From Acid
-SPWI519 - Spell Shield
-SPWI522 - Minor Spell Turning
-SPWI602 - Globe of Invulnerability
-SPWI606 - Protection From Magic Energy
-SPWI608 - Pierce Magic
-SPWI611 - Protection From Magical Weapons
-SPWI618 - Spell Deflection
-SPWI701 - Spell Turning
-SPWI702 - Protection From The Elements
-SPWI705 - Khelben's Warding Whip
-SPWI708 - Mantle
-SPWI802 - Spell Deflection
-SPWI803 - Protection From Energy
-SPWI805 - Pierce Shield
-SPWI808 - Improved Mantle
-SPWI902 - Spell Trap
-SPWI903 - Spellstrike
-SPWI907 - Absolute Immunity
-SPWI910 - Imprisonment
-SPWI917 - Freedom
Post edited by Pecca on

Comments

  • QuartzQuartz Member Posts: 3,853
    Favorited. Thanks! :)
  • MeyahiMeyahi Member Posts: 143
    Dat conjurer!
    And Clerics/Druids also get True Sight.
  • nanonano Member Posts: 1,632
    Hm, Invoker is actually good now. In my opinion it's the best one after Conjurer. Even in BG1 it's pretty decent, and I've been picking Dynaheir as my go-to mage.
  • CrevsDaakCrevsDaak Member Posts: 7,155
    C:AddSpell("SPWI924")
    Thanks CLUA for the Planetar!!!
  • DragonspearDragonspear Member Posts: 1,838
    @nano

    Don't get me wrong, I love Invokers, but if you're taking one through the entire series then you WILL feel the sting of loss at the lack of enchantment spells. I just completed a run of BGEE with my Wizard Slayer and I used Xan as my primary mage. I'd never realized before just how useful enchantment spells other than sleep were.

    Hold Person: Yes your cleric can take this, but Yeslick was too busy loading up on chant and draw upon holy might.

    Greater Malison and/or Hopelessness (I prefer using both), is like a sleep for high level enemies. It almost felt unfair at points, then I realized I was too busy laughing to care.

    Chaos: I never realized just how potent of a spell this was.

    I'm not saying that Invoker isn't good, it is still my personal favorite (then probably sorcerer who loads up on Invocation magic), but Enchantment spells are huge, particularly in the first game.

    I would probably argue that Illusionist is second, but that's just because I'm not particularly fond of the Insta Kill spells that necromancy has. If I'm going to use one I'll cast disintegrate for giggles. Also I could see myself "getting" by with Necromancy, similar to how I get by with Invocation.


    I think Transmuter might be the worst specialization in the game however.
  • nanonano Member Posts: 1,632
    @Dragonspear Hey, it's a funny coincidence but I just finished a game with Xan too! Poor guy, I had him in a party with Alora, Garrick and Imoen to try and cheer him up but I think it only made matters worse. He kept me sane, though. Aside from that... to be honest, I found him pretty terrible as a caster. I think that had more to do with his glorious 7 CON than his kit. Because his health is so low, every time he gets in sight range every enemy archer and mage's eyes turn towards him. It was quite brutal; not sure if that's improved AI at work but it's reminiscent of some high level battles where the instant one of my characters drops below 90 health there's a mage waiting to snipe her with Power Word:Stun.

    Anyways, about Enchantment. Some of them are nice as you mentioned (except Hold Person, I don't know how you dealt with the tiny radius) but I think it's a minor loss because there are plenty of other spells to fill the gap and many of them are better than Enchantment spells themselves.

    For instance, Web - an invocation spell but quite possibly the best save-or-else at that level. It makes the enemy roll to save 10 times or so, for one cast. If they fail even once you can run up and fill them with arrows. Comes with a -2 penalty too, which is honestly a bit much but I'm not complaining.

    Slow - a massive -4 save penalty for a level 3 spell (same as Chaos!), and very few things resist Slow. Even stuff like Vampiric Mists, who resist charm, sleep, stun, confusion, etc, etc. don't resist slow. Melissan herself doesn't resist it either (not that it matters with her saves...)

    Glitterdust - conjuration, and not many things resist blind! Party friendly, can be tossed in a minor sequencer.

    Sleep - well, it comes on a wand that anyone can use. It's probably better for anyone but your mage cast to this one because they can do it better - clerics have high HP/AC and shields and are less likely to be targeted and interrupted by a random arrow, thieves can cast from stealth, warriors don't have anything better to do for their casting action.

    The other thing about enchantment spells is that as enemy saves get better they start becoming less and less effective. While damage spells usually have a save for half damage, a save on an enchantment means a wasted spell. At later points in BG2 enemies save often enough that it really does seem that way. Greater Malison keeps them relevant for longer, which is something I would miss (and it improves your damage spells, yay) but I can live without that one. There aren't any enchantments beyond 5th level so Invokers don't lose any high level spells.
  • DragonspearDragonspear Member Posts: 1,838
    @Nano

    Sleep is the same cast time as most level 1 spells at one. Which is almost instant. It actually helped let Xan use his Moonblade effectively for awhile. But ya I think at level 9 he only had like 20 health or something stupid WoW.

    Web and Glitter Dust: I replaced my usual web slots with glitterdust on him. Worked double since my Wizard Slayer couldn't use the Ring of Free Action.

    Slow: No argument, I had one of these memorized too (with its friend haste on Imoen)

    Hold Person: I would mainly use it against 1 mob. Any additional mobs around that were bonus.

    IIRC: The wand of sleep gives them a save at +3 where as the wizard sleep gives doesn't give them a + or - on save making it better.

  • nanonano Member Posts: 1,632
    Oh, that reminds me, you can toss the wand around and have multiple people use it in one round. You're right, the wand version does lack the -3 save that the wizard version has. But as it only works on level 4 and below I find there's not too much of a difference between them; most things fail their save even without the penalty.
  • MitchforkMitchfork Member Posts: 390
    The Wand of Sleep actually doesn't list a Hit Dice requirement, so theoretically it should scale into the late game better.
  • nanonano Member Posts: 1,632
    It doesn't mention it, but I looked at the item with NI before and the HD limitation is implemented (though not the save penalty). :(
  • MitchforkMitchfork Member Posts: 390
    Ah, that should probably be noted as a bug report or something.
  • KaltzorKaltzor Member Posts: 1,050
    The 9th level Wish has Invocation/Enchantment and Conjuring as it's schools making Diviners, Invokers and Enchanters unable to use it...
  • PeccaPecca Member Posts: 2,215
    Kaltzor said:

    The 9th level Wish has Invocation/Enchantment and Conjuring as it's schools making Diviners, Invokers and Enchanters unable to use it...

    I don't have access to the game right now, but I am almost certain that Wish belongs to no school in BG2:EE, so all specialists can cast it.
  • PeccaPecca Member Posts: 2,215
    As I said, both Wish and Limited Wish spells belong to no school, so all specialists can cast them. Also, due to engine limitation, every spell has only one primary school. So even when a spell description lists two, only one applies. This creates a paradox for spells, that have opposed schools listed as primary, in a spell description.

    Spellstrike and Lower Resistance have both abjuration/alternation schools written in their description, but in fact, they are only abjuration, thus banned to transmuters.
  • avocadoavocado Member Posts: 24
    Kaltzor said:

    The 9th level Wish has Invocation/Enchantment and Conjuring as it's schools making Diviners, Invokers and Enchanters unable to use it...

    I haven't gotten that far yet, but I'm pretty sure that if a spell is split schooled, it means that you can still cast it as long as you have access to one of the schools. At least that's how it works for PnP.
  • kamuizinkamuizin Member Posts: 3,704
    If you can access at least one of the spell schools of wish list you can cast wish if i'm not wrong.
  • PeccaPecca Member Posts: 2,215
    edited January 2014
    I was wrong about wish spells and @Kaltzor was right. I'm sorry for the misinformation. They are banned to diviner and enchanters. It is true that any spell can only be of one primary school, but exclusion flags banning opposed specialist can be set in any number. In the case of wish spells, it has no primary school set, but it has exclusion flags set to enchanters and diviners, making both specialists unable to use it. Lower Resistance and Spellstrike are abjuration spells with exclusion flag set to transmutter.

    Edit: Turns out that only Limited Wish spell is forbidden to enchanters and diviners. Wish spell is available to every specialist. So @Kaltzor isn't right after all. Sorry for the confusion.:)
    Post edited by Pecca on
  • AbelAbel Member Posts: 785
    Conjurer, always! Or Wild Mage, eh!
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