Baldur's Gate: Epic Level Abilities

From playithardcore
Jump to: navigation, search

While epic level abilities do not come into play until Baldur's Gate 2, considering the end-game development of your party is critical if you are importing into Baldur's Gate 2.

Contents

General Ability Notes

Many abilities can be taken multiple times. When you take an ability more than once, it allows you to use the ability one more time per day. Single and multiclass characters gain epic abilities any time they level up when their total amount of experience points is 3,000,000 (3 Million) or above, regardless of the level associated with that number. Multiclass characters get to access BOTH of their classes' abilities. So, a Fighter/Thief would get to access both Hardiness and Use Any Item, for example. Dual-classed characters only have access to the abilities for their active class, and gain them only when they have 3 million experience points or more in their active class.

Warrior Epic Abilities

These are the epic level abilities for Fighters, Rangers, Paladins, Barbarians and Monks. Exceptions will be noted.

Whirlwind Attack

Whirlwind.png
Effect: Gives you 10 attacks per round. These attacks incur a -4 THAC0 penalty. Lasts 1 round. Prerequisite for Improved Whirlwind Attack. May be taken multiple times.

Comments: A good, solid ability. You'll only take it once, though, since it unlocks an improved version of itself. Keep in mind the Swashbuckler thief kit takes this and Improved Whirlwind Attack instead of Assassination.

Improved Whirlwind Attack

GreaterWhirlwind.png
Effect: Gives you 10 attacks per round. Attacks are made at full THAC0. Lasts 1 round. May be taken multiple times.

Comments: This is one of the most powerful abilities that warriors can take. Note, however, that as you are only able to activate one ability per round, you should NOT attempt to pair this with other abilities that only last one round (Assassination in the case of Fighter/Thieves, for example).

Deathblow

Deathblow.png
Effect: Instantly slays any creature struck under level 10. Lasts 2 rounds. Prerequisite for Greater Deathblow. May be taken multiple times.

Comments: Very forgettable. If an enemy you're fighting is below level 10, it's no real threat anyway. Your Ability points are better spent elsewhere.

Greater Deathblow

GreaterDeathblow.png
Effect: Instantly slays any creature struck under level 12. Lasts 2 rounds. May be taken multiple times.

Comments: Again, there's really no enemy under level 12 that's any serious threat to you by the time you're epic level. Forgettable.

Resist Magic

ResistMagic.png
Effect: Sets the user's magic resistance to 50%. If the user's magic resistance is over 50%, the ability is useless. Lasts 4 rounds. May be taken multiple times.

Comments: This has varying use. In a smaller party of only two or three characters, this ability is fairly forgettable. There's a lot of magic resistance equipment around, and getting up to 50% or higher is not terribly difficult. If your party is full, however, this skill becomes indispensible against the titantic magics you'll run up against in Throne of Bhaal. It doesn't last very long, but it can easily save your life. Note that this ability is not available to monks, who already have better magic resistance.

I find this ability absolutely essential for killing mindflayers from a distance with a ranged weapon. They can suck your brains even if you have protections up against psionics.

Power Attack

PowerAttack.png
Effect: A struck opponent must save vs death at a -4 penalty or be stunned for 2 rounds. Ability stays active for 2 rounds. May be taken multiple times. Prerequisite for Critical Strike. May be taken multiple times.

Comments: This can be a godsend when you're trying to disable a priest or mage, but beyond that it's only passingly useful. Pick it up so you can get to Critical Strike, but don't take any extra levels.

Critical Strike

CriticalStrike.png
Effect: All attacks for 1 round are natural 20 critical hits. Prerequisite for Smite. May be taken multiple times.

Comments: Note that because of the way Critical Strike makes your attacks crit, it also guarantees that your attacks will HIT, too. This is a great ability, and a wonderful trump card. It's guaranteed damage when an enemy needs to die NOW.

Smite

Smite.png
Effect: All attacks for 2 rounds stun and knock back medium-sized creature or smaller. All attacks for the first round are critical hits. May be taken once only.

Comments: This is basically Critical Strike with a knockback added. The knockback is rarely useful, more commonly a novelty or an irritation.

War Cry

WarCry.png
Effect: Enemies within 30 feet must save vs. spell or become panicked. May be taken multiple times.

Comments: Why in the world would you use an Ability point to give yourself what amounts to a level 2 Mage spell (Horror)? Absolutely worthless.

Hardiness

Hardiness.png
Effect: Grants +40% resistance to all forms of physical damage for 1 round per 2 levels of the warrior. May be taken multiple times.
Enhanced Edition: Does not stack with Dwarven Defender's Defensive Stance.

Comments: The damage resistance from Hardiness stacks with any other resistances you might have picked up. That, plus the relatively long duration of this ability, make it indispensible for the hardcore warrior. When in doubt of what ability to take, take Hardiness.

Rogue Epic Abilities

Both thieves and bards have access to the abilities in this section. Exceptions will be noted.

Spike Trap

SpikeTrap.png
Effect: Sets a trap that deals 20d6 damage to anyone setting it off. May be taken multiple times for multiple Spike Traps per day.

Comments: This is a murderously lethal trap that is one of the rogue's most powerful abilities. There are a number of monsters that can ignore damage by this trap, but many, many others that cannot. Just one of these things can kill most enemies in an eyeblink. Highly recommended; multiple Spike Traps per day never hurt anyone (save, of course, for people you hate).

Exploding Trap

ExplodingTrap.png
Effect: Sets a trap that deals 10d6 fire damage in a large radius when triggered. Victims are blown off their feet. May be taken multiple times for multiple traps per day.

Comments: This is basically a Delayed Blast Fireball that you can't set at a distance, except that it ignores Magic Resistance. It's still very useful, especially for shaking up large groups, but generally speaking it's often less useful than a Spike Trap. By no means a waste of an Ability selection, though.

Time Trap

TimeTrap.png
Effect: When triggered, casts a 10-second version of Time Stop with the rogue as the 'caster'. May be taken multiple times for multiple traps per day.

Comments: The usefulness of a Time Trap varies wildly with the rogue that's using it. It is nice for getting behind a target so you can pop Assassination. Mage/Thieves can use this to great effect when paired with Improved Alacrity, and Fighter/Thieves can pop Improved Whirlwind Attack to go completely nuts on an enemy. Blade Bards, however, have arguably the best use for this trap. Going under the effects of Tenser's Transformation and popping an Offensive Spin with two weapons is one of the most damaging, if not THE most damaging tactics in the game. Keep in mind that many of the game's most difficult bosses are immune to time stop and this ability will work against you in those situations as it basically pits your thief against a powerful enemy for the duration of the effect.

Evasion

Evasion.png
Effect: The rogue gains a -4 bonus to AC and a -2 bonus to saving throws. Lasts 3 rounds. May be taken multiple times. Prerequisite for Improved Evasion.

Comments: Evasion helps, but there is no purpose in multiple ranks in the ability as you will be able to get Improved Evasion afterwards.

Improved Evasion

ImprovedEvasion.png
Effect: The rogue gains a -6 bonus to AC, -4 bonus to saving throws, movement rate +2 and immunity to normal missiles. Lasts 5 rounds. May be taken multiple times.

Comments: Far better than normal Evasion, Improved Evasion allows the rogue to get close to Fighter AC for a short time. It's useful for situations where your rogue is under attack by magics, or when he gets stuck in melee combat against a quick opponent. Swashbucklers using this ability or Blades combining this ability with Defensive Spin are next to untouchable.

Use Any Item

UseAnyItem.png
Effect: The rogue is able to use any item in the game regardless of class, alignment, or race restrictions but ability score restrictions remain in place. Permanent once taken. Prerequisite for Scribe Scrolls.

Comments: This is often thought to be the best ability in Baldur's Gate 2. Get it with your first Ability selection. This is incredibly useful for dual-classed thieves if their former class limited item usage (such as Kensai not being able to equip armor or gauntlets) and allows for some of the cheapest metagaming in the entire series.
Warning about BG2EE v1.2.2030 and later: This ability has changed subtly and now most 'personal' items (such as Jan's thieving equipment) cannot be used. Mods to revert to the original behavior exist (e.g. Use any NPC item)

Assassination

Assassination.png
Effect: Every attack in the next round will be a backstab, using the rogue's current backstab multiplier. May be taken once only, except for certain multiclass thieves (because of a bug fixed by the G3 BG2 Fixpack).

Comments: Note that you must still actually HIT the enemy, and this ability does not help your THAC0. If you can reliably hit an enemy, though, this ability is incredibly powerful. Recommended, especially for assassins. Note that Swashbucklers do not have access to this ability as they have no backstab modifier, but are able to take points in the warrior feat Whirlwind.

Avoid Death

AvoidDeath.png
Effect: -5 bonus to Save vs. Death, immunity to instant death effects, and +20 Hit Points. Lasts 5 rounds. May be taken multiple times.

Comments: This ability is underwhelming for anyone using a cleric as they can simply cast the 4th level spell Death Ward. The extra HP are handy as is the extra save vs. death for ability that are not instant death (such as avoiding a ghoul's paralyzation) but that's about it. However, solo thieves or mage/thieves will probably want to take this ability a few times.

Alchemy

Alchemy.png
Effect: Randomly produces a potion from a list. May be taken multiple times.

Comments: This is a nice bonus, but nothing too amazing. Many of the potions this ability produces are either common or not very useful. Still, with Bags of Holding and Potion Cases aplenty in the late game, there's no reason to not pick this up and make yourself a little bit more prepared for the worst.

Scribe Scrolls

ScribeScrolls.png
Effect: Randomly produces a scroll from a list. May be taken multiple times.

Comments: Many of the scrolls this ability produces are pretty nice, including the always needed Invisibility and Monster Summoning scrolls. Still, you can come across many of these scrolls in shops very easily. Recommended over Alchemy, but not by much. If combined with a mage or bard, you could unlearn the spells you create with the scrolls and re-learn them to gain some bonus experience.

Divine Epic Abilities

These are the epic abilities for Druids and Clerics. Exceptions will be noted.

Energy Blades

Energy blades.png

School: None
Range: Special
Duration: 4 turns
Casting Time: 3
Area of Effect: Special
Saving Throw: None

Description: An energy blade is a discus made of pure energy. The disc gives a -10 bonus to THAC0, and when thrown does 1d4+5 missile damage as well as 1d10 additional electrical damage. This spell creates 1 energy disc per level of the caster (up to 20) and sets the caster's attacks to 9 as long as the discs are held. May only be taken once.

Comments: An epic-level version of Melf's Minute Meteors, this spell isn't much of an improvement over its 3rd level counterpart. In fact, its only benefit is that you get more attacks per round with this spell than Melf's Meteors. The blades count as +5 weapons compared to the meteors counting as +6. One minor upside to this spell is that you are Improved Hasted while you hold the blades so it is easy to reposition a character if an enemy closes in to melee range. Not worth memorizing over other level 7 Priest spells.

Storm of Vengeance

Storm of vengeance.png

School: None
Range: 270 ft.
Duration: 3 rounds
Casting Time: 8
Area of Effect: 30-ft. radius
Saving Throw: Special

Description: All enemies of 8th level or lower are slain instantly. The survivors are struck by acidic, poisonous rain and lightning. The storm lasts for 3 rounds. Each round, the victims suffer 2d3 electrical damage, 2d3 fire damage, and 2d3 acid damage (Save vs. Spells for 1d3 damage of those three elements). They also have a chance to be poisoned (Save Vs. Death) in the first round. May only be taken once.

Comments: Storm of Vengeance is terrible if you're looking for damage, but it IS good at one thing in particular: disrupting spellcasters. When the spell hits its destination, it immediately deals 1d3 fire, acid, and electricity damage and deals a second set of 1d3 fire, electric, and acid to victims that fail their save vs. spells. It will also poison victims that fail their save vs. death. So you've got 3 or 6 ticks of damage to every enemy in its AoE when this spell first goes off. Its very likely that an enemy casting a spell will be interrupted because of this, and it is also somewhat likely that even high-level mages will be poisoned because they have crappy saves vs. death. The spell lasts for 3 rounds so 2 more instances of these multiple damage ticks will occur once the spell is cast. It is fairly reliable because its an AoE so mages' spell protections won't save them from it if you don't target them with the spell directly. The culling of 8th-level victims is merely a novelty. A good first HLA.

Elemental Summoning

Elemental summoning.png

School: Conjuration
Range: 10 yards
Duration: 5 turns
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None

Description: This spell allows the caster to call forth three powerful elementals from the planes of air, earth and fire (one elemental from each plane). There is a 90% chance that Greater Elementals (16 HD) will appear and a 10% chance that Elder Elementals (20 HD) will be summoned instead. In either case, the elementals remain under the caster's control until they are slain or until the spell duration expires. May only be taken once.

Comments: If you need some beefy meatshields to distract some bad guys, this spell will do the job. The summons themselves are fairly unremarkable without a mod such as aTweaks that restores their original PnP abilities. With it, these three elementals are some of the best minions a wizard could ask for.

Greater Elemental Summoning (Druid Only)

Greater elemental summoning.png

School: Conjuration
Range: 10 yards
Duration: 2 turns
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None

Description: Druids, having a more powerful link to the elements, can cast a stronger version of Elemental Summoning. This spell can summon the Elemental Princes themselves, randomly chosen from earth, air or fire. The Elemental Princes stay for 2 turns and will obey the caster as long as they remain summoned. May only be taken once.

Requires: Elemental Summoning

Comments: You should probably stick with the regular Elemental Summoning if you're wanting meatshields to draw aggro. The Elemental Princes may be tougher, but there's only one of them compared to the three you get with the regular version of this spell. They are tough but still no match for boss fights in ToB. Again, with aTweaks, the story is different. I'm not one for shilling mods but the Elemental Princes are far more powerful and are arguably the best summons you can have and it will take significantly more effort on the enemy's part to kill them.

Globe of Blades

Globe of blades.png

School: Evocation
Range: Centered on caster; hits creatures within 4'
Duration: 1 turn
Casting Time: 9
Area of Effect: Special
Saving Throw: Special

Description: The priest employs this spell to set up a globe of razor-sharp blades. These whirl and flash around the caster, creating a dangerous barrier. Any creature attempting to pass through the blade barrier suffers 10d10 slashing damage. Creatures within the area of the barrier when it is invoked are entitled to a Saving Throw vs. Spell at -2. If this is successful, the blades are avoided and no damage is suffered. The barrier remains for 1 turn. May only be taken once.

Comments: An epic-level version of the 6th level Cleric spell Blade Barrier, this spell isn't much better than its original variant either. It deals more damage and comes with a save penalty, but its still a save-or-nothing spell. Its long casting time prevents you from using it if your cleric gets surrounded by enemies, and by the time you get it, there's a good chance that an enemy will save against it even with the penalty. There are other, more useful Level 7 spells to memorize.

Summon Deva

Summon deva.png

School: Conjuration
Range: 120 ft.
Duration: 4 rounds + 1 round/level
Casting Time: 5
Area of Effect: Special
Saving Throw: None

Description: This spell opens a celestial gate and calls forth an angelic deva to fight at the caster's side until the spell expires or the deva's earthly avatar is slain. This HLA is only available to druids, paladins (excluding Blackguards), and good- and neutral-aligned clerics. If a neutral cleric or druid chooses this HLA instead of Summon Fallen Deva, they cannot learn Summon Fallen Deva. Evil clerics and Blackguards cannot learn this HLA. Clerics and Druids can only take this once, but Paladins can take this multiple times.

Comments: Another high-level summon for high-level fights. The Deva is noticeably weaker than the mage's Planetar HLA and it has a smaller spell list compared to its big celestial brother. But it makes for another decent meatshield because it won't collapse like a house of cards in ToB like if you tried to use one of the Summon Monster spells. Paladins get this HLA as a special ability rather than a spell to memorize like the two other divine spellcasting classes, so they can toss out a Deva whenever they want.

More Info: Devas regenerate 3 HP/second and are immune to +1 weapons and less, immune to level drain, poison, backstabs, petrification, death magic, and mind-affecting spells. They can also see invisible creatures just like a dragon can. They wield a Mace of Disruption +3 which deals 3d6+3 damage with an extra 1d6+2 damage vs. undead and also forces them to save vs. death at -4 or be destroyed on hit. It also forces the victim to save vs. spells or be stunned for one round. The mace also has a 25% chance to dispel all magic on hit.

Summon Fallen Deva

Summon fallen deva.png

School: Conjuration
Range: 120 ft.
Duration: 4 rounds + 1 round/level
Casting Time: 5
Area of Effect: Special
Saving Throw: None

Description: This spell opens an abyssal gate and calls forth a demonic deva to fight at the caster's side until the spell expires or the deva's earthly avatar is slain. This HLA is only available to druids, Blackguards, and evil- and neutral-aligned clerics. If a neutral cleric or druid chooses this HLA instead of Summon Deva, they cannot learn Summon Deva. Good clerics and paladins cannot learn this HLA. Clerics and Druids can only take this once, but Blackguards can take this multiple times.

Comments: The evil version of Summon Deva. There is no difference between the two Devas so its just a cosmetic choice if you are offered the option to choose between them. Blackguards get this HLA as a special ability rather than a spell to memorize like the two other divine spellcasting classes, so they can toss out a Fallen Deva whenever they want.

Implosion

Implosion.png

School: None
Range: 40 ft.
Duration: 2 rounds
Casting Time: 5
Area of Effect: 1 creature
Saving Throw: Special

Description: This spell creates a rift in the earth beneath the target which implodes and closes in upon itself, crushing and burning the target and holding it for 1 round. The spell does 10d10 fire damage and 10d10 blunt damage. The victim can save vs. Spell for half. May only be taken once.

Comments: This is probably the best direct-damage spell a cleric has. Technically it deals 5d10 crushing and 5d10 fire damage with no save, but it deals an extra 5d10 fire and crushing if the target fails their save. By the time you get it, enemies will likely save against it so the damage is decent, but the paralysis is automatic even if they do save. Bosses you'd like to use this against are likely immune to paralysis anyway. Combine this with a mage's Greater Malison and you've got a great single-target damage spell. Might be worth memorizing one after Storm of Vengeance.

Mass Raise Dead

Mass raise dead.png

School: Necromancy
Range: 30 ft.
Duration: Permanent
Casting Time: 2
Area of Effect: Up to 5 party members
Saving Throw: None

Description: A more powerful version of Raise Dead, this spell brings up to 5 party members back to life and heals 3d10+1 Hit Points per level of the caster (up to +20). They can regain the rest of their Hit Points by natural healing or curative magic. May only be taken once.

Comments: On first glance it would seem like this spell is meant for near full-party wipes. But it finds another utility by being a fast-casting full-party healing spell. Its great in a pinch when your tank is about to die and already used a healing potion in the same round, and you don't have time to spend another entire round casting Heal on him. The fact that this spell can raise multiple party members is just a bonus. Get this ASAP.

Aura of Flaming Death

Aura of flaming death.png

School: Evocation, Alteration
Range: Centered on caster
Duration: 1 round/2 levels
Casting Time: 4
Area of Effect: The caster
Saving Throw: None

Description: This spell causes the caster to be enveloped by an aura of intense flame that both injures opponents and protects the caster from damage. This shield not only grants the user 90% Fire Resistance and an AC bonus of 4, but also protects them from attacks made within a 5-ft. radius. An opponent that hits the caster with any weapons or spells within this radius suffers 2d10+2 fire damage. In addition, the intense heat protects the caster from all non-magical weapons, melee or missile. May only be taken once.

Comments: Basically an improved Fire Shield (Red) that deals more retaliation damage, gives much more fire resistance, and gives an AC bonus. Immunity to normal weapons is largely irrelevant. For a cleric that isn't involved in frontline combat, this isn't as useful, but a Fighter/Cleric tank could get some mileage out of this spell. But the duration is rather short which limits its usage to just before combat or while in combat already.

Fire Elemental Transformation (Druid Only)

Fire elemental transformation.png

School: None
Range: 0
Duration: 5 turns
Casting Time: 1
Area of Effect: Caster
Saving Throw: None

Description: Shapeshift into a 20 HD Elder Fire Elemental, gaining all of its traits and special abilities. When the druid returns to human form, he is also healed 3D10 damage. May be taken multiple times.

Comments: Besides the total immunity to fire, this is an underwhelming HLA. The healing on return to human form is nice I guess but its not worth picking this HLA just for that. Only take when you've obtained literally every other HLA.


Earth Elemental Transformation (Druid Only)

Earth elemental transformation.png

School: None
Range: 0
Duration: 5 turns
Casting Time: 1
Area of Effect: Caster
Saving Throw: None

Description: Shapeshift into a 20 HD Elder Earth Elemental, gaining all of its traits and special abilities. When the druid returns to human form, he is also healed 3D10 damage. May be taken multiple times.

Comments: Even more useless than the Fire Elemental transformation. At least with the Fire Elemental you're immune to fire. Only take when you've obtained literally every other HLA.

Arcane Epic Abilities

These are the epic level abilities for both Mages and Sorcerers. Exceptions will be noted.

Energy Blades

Energy blades.png

School: None
Range: Special
Duration: 4 turns
Casting Time: 3
Area of Effect: Special
Saving Throw: None

Description: An energy blade is a discus made of pure energy. The disc gives a -10 bonus to THAC0, and when thrown does 1d4+5 missile damage as well as 1d10 additional electrical damage. This spell creates 1 energy disc per level of the caster (up to 20) and sets the caster's attacks to 9 as long as the discs are held. May only be taken once.

Comments: An epic-level version of Melf's Minute Meteors, this spell isn't much of an improvement over its 3rd level counterpart. In fact, its only benefit is that you get more attacks per round with this spell than Melf's Meteors. The blades count as +5 weapons compared to the meteors counting as +6. One minor upside to this spell is that you are Improved Hasted while you hold the blades so it is easy to reposition a character if an enemy closes in to melee range. Not worth memorizing over other level 9 Mage spells.

Improved Alacrity

Improved alacrity.png

School: Any
Range: 0
Duration: 2 rounds
Casting Time: 9
Area of Effect: The caster
Saving Throw: None

Description: Improved Alacrity essentially erases the pause between casting spells. When cast, the wizard can begin casting a new spell the instant they are finished casting their current spell. The effect lasts for 2 rounds. May only be taken once.

Comments: An incredible spell that turns your mage into an arcane Super Saiyan! The FIRST HLA you should pick up. Cast this after a Time Stop to rain down a torrent of spells with no one to stop you! If you're wearing equipment that reduces spellcasting speed factor (Robe of Vecna, Amulet of Power), you can potentially dump your entire spellbook onto your foes in a single Time Stop. I recommend turning on your autopause under "Cast Spell" when using this because every millisecond counts. Even without a Time Stop this spell is great because if enemies set up magical defenses you can tear them right back down, because you can cast all of your spells at any time while they can still only cast one per round. You should memorize at least one of these because you can use this to fire on all cylinders if things start to go south.

Dragon's Breath

Dragon's breath.png

School: Any
Range: 320 ft.
Duration: Instant
Casting Time: 3
Area of Effect: 30-ft. radius
Saving Throw: Special

Description: Deals 20d10 fire damage and opponents will be knocked away from the caster. Victims can save vs. Breath Weapon to take half damage and not be blown away. This spell will not harm party members. May only be taken once.

Comments: An awesome spell for nuker mages, this spell does some serious damage. It's great for clearing out groups of enemies while leaving your party unharmed, just like Horrid Wilting, but it has a much faster casting time. Combine this with a Greater Malison to make sure you roast those suckers. Unfortunately, fire damage is commonly resisted and the spell takes a little bit to actually deal its damage, but enemies that are not so protected better watch out.

Summon Planetar

Summon planetar.png

School: Any
Range: 120 ft.
Duration: 4 rounds + 1 round/level
Casting Time: 5
Area of Effect: Special
Saving Throw: None

Description: This spell opens a celestial gate and calls forth a planetar to fight at the caster's side until the spell expires or the planetar's avatar is slain. May only be taken once. Evil mages are forbidden from learning this; neutral mages have a choice between this and the Dark Planetar but cannot choose both; and good mages are forced to choose this version of the Summon Planetar spell.

Comments: Planetars are a hardy and useful summon, and a direct upgrade to the Priest's Deva. Planetars come with a variety of clerical spells for dealing damage as well as for healing your party. They are great for any role, whether its to tank, cure party members, or deal ranged damage with spells.

More Info: Planetars regenerate at 4 HP/half second because they are also Hasted. They are also immune to +2 weapons and less, immune to level drain, poison, backstabs, petrification, death magic, and mind-affecting spells. They can also see invisible creatures just like a dragon can. They wield a Silver Sword +3 which has a 25% chance to deal a Vorpal Hit (save vs. Death at -2 or die instantly) and the sword also has a 25% chance to dispel all magic on hit.

Summon Dark Planetar

SPWI924B00000.PNG

School: Any
Range: 120 ft.
Duration: 4 rounds + 1 round/level
Casting Time: 5
Area of Effect: Special
Saving Throw: None

Description: This spell opens an abyssal gate and calls forth a fallen planetar to fight at the caster's side until the spell expires or the planetar's avatar is slain. May only be taken once. Good mages are forbidden from learning this; neutral mages have a choice between this and the celestial Planetar but cannot choose both; and evil mages are forced to choose this version of the Summon Planetar spell.

Comments: This is just the evil version of the Planetar. It has all of its usual immunities and spells, and also wields the same sword. There is no difference between the two of them.

Comet

Comet.png

School: Any
Range: 270 ft.
Duration: Instant
Casting Time: 3
Area of Effect: 30-ft. radius
Saving Throw: Special

Description: Deals 10d10 fire damage with no save. Enemies in the area of effect are knocked back and stunned for 3 rounds if they fail their save vs. death. This spell will not harm party members. May only be taken once.

Comments: Utterly outclassed by Dragon's Breath. The only upside to this spell is that it can stun enemies if they fail their save, which is unlikely to happen by the time you get it. Take this HLA last.

Extra Level 6 Spell

ScribeScrolls.png

Effect: Gives an extra Level 6 spell slot. May only be taken once.

Extra Level 7 Spell

ScribeScrolls.png

Effect: Gives an extra Level 7 spell slot. May only be taken once.

Requires: Extra Level 6 Spell

Extra Level 8 Spell

ScribeScrolls.png

Effect: Gives an extra Level 8 spell slot. May only be taken once.

Requires: Extra Level 7 Spell


Back to Baldur's Gate

Personal tools
Namespaces

Variants
Actions
Navigation
Tools