This mod adds up to 123 new spells to the game, which can be learned by spellcasters like any other spell. A lot of these spells are really cool, letting you do things you've never been able to do before. For example, here's the 4th-level spell Linked Portals, which creates two portals you can teleport between:
And here's an 8th-level spell that lets you reverse gravity. Creatures that hit the ground or the ceiling at high speed take massive falling damage.
The mod also adds scrolls for the new mage spells throughout BG:EE, BG2:EE, and IWD:EE. There's no one store that sells all the scrolls (though big magic stores will sell a decent number of them); rather, you'll find them in various places over the course of the adventure.
I recommend installing EEex
before installing this mod, because many of the new spells require EEex to work. Those spells won't be added to the game is EEex is not installed. EEex is currently Windows-only.
A few of the new spells are quite overpowered (like Enoll Eva's Duplication, which causes every spell you cast for the next 5 rounds to be cast twice), so the mod gives you the option not to add the really powerful spells to the game.
Here is a list of all the spells. I don't want to spoil what all the spells do, but you can guess what some of them do. Spells marked with a P will not be added to the game if you chose not to install the really powerful spells.
New Priest Spells:
Snake's Swiftness (Druid/Ranger/Shaman)
Hex (Evil Druid/Ranger/Shaman) - Requires EEex
Hunter's Mark (Ranger only)
Turning Weapon (Paladin only)
Beast Sense (Druid/Ranger/Shaman) - Will not be added if B Spells is installed
Fiery Link (Druid/Ranger/Shaman)
Null Healing (Non-good Cleric/Paladin)
Critical Boon (Paladin and Ranger only)
Ghostwalk (Shaman only) - Requires EEex
Detect Magic (All divine casters) - Requires EEex
Call Water Weirds (Druid/Ranger/Shaman) - Will not be added to IWD:EE
Shortening (Cleric/Paladin) - Requires EEex
Fire Curse (Druid/Ranger/Shaman) - Requires EEex
Healing Curse (Cleric/Paladin)
Guardian Magic (Paladin only) - Requires EEex
Wind Shots (Ranger only)
Fly (Ranger only) - Requires EEex
Familiar Spell (Beastmaster only) - Requires EEex
Recall Party (Cleric/Paladin) - Requires EEex
Forest's Blessing (Druid/Ranger/Shaman) - Will not be added to IWD:EE
Turn Creature (Cleric/Paladin)
Wall of Fire (Druid/Ranger/Shaman)
Prolongment (Cleric/Paladin) - Requires EEex, P
Wall of Force (Cleric/Paladin) - Requires EEex, P
Protection from the Elements (Druid/Ranger/Shaman)
Ethereal Jaunt (Shaman only) - Requires EEex
Critical Spell (Paladin and Ranger only) - Requires EEex, P
Antiharm Shell (Cleric/Paladin) - P
Living Lightning (Druid/Ranger/Shaman)
Linked Spirit (Shaman only) - Requires EEex, P
Protection from Non-Silver Weapons (Shapeshifter only)
Trial By Fire (Cleric/Paladin)
Power Word, Heal (All divine casters)
Nonrandom Zone (Lawful Cleric) - P
Colossal Growth (Druid only, HLA)
Enhance Attribute (All divine casters)
Contingent Resurrection (Cleric only, HLA)
Reanimate (Non-good Cleric) - Requires EEex
Mass Heal (Cleric only, HLA)
Omnipresence (Shaman only) - P
True Dispel (All divine casters) - Will not be added to IWD:EE, P
New Mage Spells:
Disruptive Surge (Wild Magic)
Summon Kobold (Conjuration) - Will not be added if Spell Revisions is installed
Dimension Door (Alteration) - Will not be added if Spell Revisions is installed
Jump (Alteration) - Requires EEex
Hex (Enchantment) - Requires EEex
Reflect Attack (Abjuration) - Requires EEex
Power Word, Pull (Conjuration)
Ghostwalk (Alteration) - Requires EEex
Power Word, Push (Abjuration)
Null Healing (Necromancy)
Specific Spell Immunity (Abjuration) - Requires EEex, P
Levitate (Alteration) - Requires EEex
Bounce Spell (Abjuration)
Detect Magic (Divination) - Requires EEex
Absorb Spell (Abjuration)
Fly (Alteration) - Requires EEex
Control Slime (Enchantment)
Legend Lore (Divination)
Glyph of Spell Storing (Abjuration)
Familiar Spell (Conjuration)
Throw (Alteration) - Requires EEex
Heightening (Alteration) - Requires EEex
Wall of Fire (Evocation)
Phantasmal Killer (Illusion)
Ghoulish Feast (Necromancy)
Backstab Sequencer (Illusion)
Redirect Spell (Alteration) - Requires EEex
Copy Spell (Conjuration) - Requires EEex, P
Linked Portals (Conjuration)
Vampiric Link (Necromancy) - Requires EEex
Recall Party (Conjuration) - Requires EEex
Life Transfer (Necromancy) - P
Steal Spells (Alteration)
Ball Lightning (Evocation)
Major Mirror Image (Illusion)
Skeleton Horde (Necromancy)
Commando Conjuration (Conjuration)
Missile of Patience (Evocation) - P
Ethereal Jaunt (Alteration) - Requires EEex
Slime Drop (Conjuration)
Warrior Simulacrum (Illusion)
Wall of Force (Abjuration) - Requires EEex, P
Critical Spell (Enchantment) - Requires EEex, P
Sacrificial Explosion (Necromancy)
Isaac's Greater Missile Storm (Evocation)
Freeze Inanimates (Alteration)
Greater Nightmare (Enchantment)
Spellshaping: Fireball (Alteration, Evocation) - Requires EEex
Slaying Sequencer (Necromancy) - Requires EEex, P
Mass Charm (Enchantment)
Mind Fog (Enchantment)
Empower Familiar (Conjuration)
Bardic Sequencer (Bard-only HLA, Enchantment) - Requires EEex, P
Mass Cast (Alteration) - Requires EEex, P
Far Sequencer (Divination)
Forcecage (Abjuration) - Requires EEex
Stygian Ice Storm (Conjuration)
Death Trigger (Necromancy) - Requires EEex
Reanimate (Necromancy) - Requires EEex
Rewind Time (Alteration) - Requires EEex
Extraordinary Luck (Enchantment)
Enhance Attribute (Alteration)
Globe of Invisibility (Illusion)
Otto's Irresistible Spin (Enchantment) - Requires EEex
Recurring Contingency (Universal) - Requires EEex, P
Omnipresence (Alteration) - P
Extend Vision (Divination) - Will not be added if B Spells is installed
Sphere of Reversed Gravity (Alteration) - Requires EEex
False Life (Necromancy)
Polar Ray (Evocation)
Clone Other (Illusion)
Contingency Curse (Enchantment) - Requires EEex, P
Perfect Invisibility (Illusion)
Mass Domination (Enchantment)
Attain Perfection (Alteration)
Vampiric Feast (Necromancy)
Mass Sequencer (Evocation) - P
Enoll Eva's Duplication (Alteration) - Requires EEex, P
Executioner's Eyes (Divination)
Phantasmal Dragon (Illusion)
Damage Turning (Abjuration)
Eclectic Recall (HLA, Universal)
Teleport Step (Alteration) - Requires EEex
Necropotence (HLA, Necromancy) - P
Mental Agility (HLA, Enchantment) - P
Freezing Wave (HLA, Evocation)
Rampant Lightning (HLA, Evcation)
Protection from Time Stop (Abjuration) - P
New Innate HLAs:
Temporal Duel (Paladins)
Armored Thieving (Bards, Fighter/Thieves, Fighter/Mage/Thieves, Cleric/Thieves)
Armored Casting (Bards, Fighter/Mages, Fighter/Mage/Clerics, Fighter/Mage/Thieves, Cleric/Mages)
Great Strength (All classes)
Great Dexterity (All classes)
Great Constitution (All classes)
Great Intelligence (All classes)
Great Wisdom (All classes)
Great Charisma (All classes)
In addition, there are many other components which modify existing spells. Here is a list of the components and what they do:
*Improve Bless and (if in-game) Curse
Bless and Curse aren't great spells. They have too many drawbacks: they take a whole round to cast, they only last six rounds, and they only give small bonuses/penalties. This component reduces the casting time of Bless and Curse to 1 and/or increases their duration to 1 turn (your choice).
*Make it so that Command takes control of the target for 1 round instead of putting them to sleep
With this component installed, the spell Command dominates the target for 1 round, so you can actually give them the command of your choice.
This component has several options: you may either make it so Entangle only affects enemies in the area of effect when the spell is cast (as in the original Baldur's Gate), remove the saving throw bonus from Entangle (as in Icewind Dale), or both.
*Turn Know Alignment into Identify Creature, which reveals info about the target
This component requires EEex. It turns the useless Know Alignment spell into Identify Creature, which gives useful information about the target (e.g. HP, stats, resistances).
*Original BG1-style Monster Summoning and Animal Summoning spells
This component makes it so the Monster Summoning and Animal Summoning spells summon tons of creatures like they did in the original Baldur's Gate; the creatures will ignore the summoning limit.
*Restore original BG1 Animate Dead
This component makes it so Animate Dead summons 1 skeleton per level, and the skeletons ignore the summoning limit. You choose whether the component changes both the priest and wizard versions of Animate Dead or just the wizard version.
*Weaken devas but allow more than one to be summoned at once
Normally, summoned devas in BG2 are almost as powerful as summoned planetars but have the same one-at-a-time restriction. This component lets you summon more than one deva at a time, but weakens them to make it fair.
*Turn Infravision into True Strike
This component turns the useless Infravision spell into True Strike, which grants +20 THAC0 for just 9 seconds.
With this component installed, the spell Sleep has no Hit Dice limit, but it lasts shorter and the targets will wake up when damaged.
*Revise Power Word, Sleep
With this component installed, Power Word, Sleep works regardless of the target's Hit Points (so it's a no-save Sleep effect), but it lasts only 3 rounds and the target will wake up when damaged.
*Improve Shocking Grasp, Chill Touch and Ghoul Touch
Normally these spells require you to hit someone with an attack, and the spell is wasted if you miss. That makes these spells almost useless because mages aren't very good at hitting things. This component makes it so you can simply cast these spells on a creature (as with Vampiric Touch) without having to attack them. It also improves Chill Touch significantly.
*Improve Larloch's Minor Drain and Vampiric Touch
This component improves these two life-draining spells. Larloch's Minor Drain now drains 12 hit points; Vampiric Touch now drains 3 hit points per level, up to 30 at level 10. In addition, casting these spells multiple times will increase the caster's HP even further.
*Improve low-level spells that detect illusions
This component improves Detect Invisibility, Detect Illusions, and Invisibility Purge. Detect Invisibility is now a buff that gives the target creature the ability to see invisible creatures for the duration (this requires EEex; if you don't have EEex installed then Detect Invisibility won't be modified). Detect Illusions is now Dispel Illusions, which dispels all illusions on enemies (like True Sight except it only triggers once). Invisibility Purge now also prevents enemies from going invisible again for several rounds.
*Prevent Stoneskin from making characters grey
This component requires EEex. With it installed, Stoneskin effects won't give the character a grey color. This component involves patching creature AI, so if you're using SCS, install SCS first, then install this.
*Restore original BG1 Otiluke's Resilient Sphere (no saving throw)
To make Otiluke's Resilient Sphere more useful, this component restores it to how it was in the original Baldur's Gate, where it offered no save.
*Restore original BG1 Cone of Cold
The Cone of Cold spell in the pre-enhanced version of Baldur's Gate was quite unusual (though you never got to see it because the original Baldur's Gate didn't have any Cone of Cold scrolls). It had longer range the higher level the caster, and the cone was bigger the farther away the target point. This component restores Cone of Cold to how it was in the original Baldur's Gate, with these features.
*Make it so the spell Oracle lets you foresee what spells enemies are going to cast (like Spellcraft in 3rd-edition games)
This component requires EEex. With this component installed, Oracle doesn't detect illusions. Instead, it detects the spells enemies are casting. For the duration, whenever and enemy starts casting a spell, you learn what spell they're casting.
*Make it so Mislead's invisibility becomes partial invisibility when you attack or cast a spell, just like Improved Invisibility (regardless of whether the image is still alive)
Normally Mislead keeps you completely invisible even after you attack if the image is still alive. This is very overpowered, especially when combined with backstabbing. With this component installed, Mislead is just like Improved Invisibility except with an extra image spawned.
*Make it so Protection from Magical Weapons only lasts 3 rounds but Absolute Immunity lasts 5 rounds
Protection from Magical Weapons is better than or as good as Mantle, Improved Mantle and Absolute Immunity despite being a lower-level spell. This component weakens Protection from Magical Weapons but improves Absolute Immunity. This way, you might want to use Mantle, Improved Mantle or Absolute Immunity sometimes, and not just Protection from Magical Weapons all the time.
*Improve Chain Lightning
Chain Lightning deals too little damage normally. This component changes Chain Lightning to be more like its Icewind Dale version (it bounces between creatures, dealing 1d6 less damage with each bounce), except it deals up to 20d6 damage and doesn't harm allies.
*Make Meteor Swarm bombard the area randomly with small meteors rather than a single area of effect
Normally Meteor Swarm is flat-out worse than Incendiary Cloud (at level 18, Meteor Swarm deals 4d10 damage (22 on average) per round while Incendiary Cloud deals 9d4 damage (22.5 on average) even on a successful save). This component doesn't significantly improve Meteor Swarm, but it makes it more different from the many other high-level fire spells.
*Improve Energy Drain
With this component installed, the spell Energy Drain drains 1 level per 3 caster levels.
*Revise Comet and Dragon's Breath
Normally Comet and Dragon's Breath are basically the same spell, except Dragon's Breath is a bit better. This component makes the two spells more different. Comet now deals more damage than Dragon's Breath, but takes longer to cast and hits allies.
*Let Contingency and Chain Contingency be cast as a free action
Originally, Contingency spells could be cast instantly, even while the game was paused. This component restores that functionality.
*Let Farsight be cast as a free action
This component lets you also cast Farsight instantly even while the game is paused.
*Let Clairvoyance be cast indoors
This component lets you cast Clairvoyance to reveal the map indoors.
*Let Rangers and Paladins gain spells quicker and up to 6th-level spells
This component lets rangers and paladins gain spells at a reasonably fast rate. They get 1st-level spells starting at level 2. For every additional 3 levels, they gain a new spell level (2nd-level spells at level 5, 3rd-level spells at level 8... 6th-level spells at level 17). This way, they gain their highest-level spells at approximately the same time that mages get their highest-level spells.