Baldur's Gate Wiki

Barkskin is a 2nd level priest spell that grants the recipient skin as tough as bark by raising their base Armor Class and improving their saving throws.

Description[]

When a priest casts the Barkskin spell upon a creature, its skin becomes as tough as bark, increasing its base Armor Class to 6, plus 1 for every 4 levels of the priest: Armor Class 5 at 4th level, Armor Class 4 at 8th, and so on. In addition, Saving Throws vs. all attack forms except magic gain a +1 bonus. This spell can be placed on the caster or on any other creature the priest touches.

Gameplay[]

The caster applies this spell to one creature or self if desired, and the range is basically at touch distance.

When the spell casting is complete, a brief lighting effect renders on the recipient's sprite and a text displays, <NAME>: Casts Barkskin: <RECIPIENT>.

A player character will show an icon (No. 20) titled "Barkskin" on their portrait for the spell's duration.

The recipient of a barkskin spell has an overall brownish hue cosmetic coloring on their sprite and "paper doll" while the spell is in effect - if the character casts Stoneskin/Iron Skins the sprite color stays brown colored, but the character paper doll will show a grey color added by the stoneskin.

While the barkskin spell is in effect, the recipients base armor class may be recalculated based on the caster's level and if any other armor class value setting equipment or spells is already present.

Additionally, all Saving throw values (except vs. Spell) are improved by 1-point.

This spell is allowed to be "stacked", however the only cumulative modifier bonuses realized by adding multiple barkskin spells on the same creature is to the saving throws it boosts - base armor class won't be improved.

If the spell is cast on a creature that has a base armor class that is better than what this spell can provide, the better value remains and isn't made worse by the barkskin spell.

This spell can potentially be removed by any applicable Dispel Magic effect, or by a Breach spell.

Gallery[]

See also[]

Compared to other spells that replace armor equipment:

Spell Spell level & type AC set to Duration Target Protect against magic missile Saving throw bonus Other effects
Armor (spell) Level 1 wizard spell 6 9 in-game hours (45 real minutes) self only no
Shield (spell) Level 1 wizard spell 4 (2 against missiles) 1 in-game hour (5 real minutes) self only yes
Ghost Armor Level 3 wizard spell 2 1 in-game hour (5 real minutes) self only no
Spirit Armor Level 4 wizard spell 1 2 in-game hours (10 real minutes) any no +3 vs. spell save vs. spell or take 2d4 damage when it ends
Barkskin Level 2 priest spell level-dependent (min. 6, max. 1)

increases by 1 per 4 levels of caster

4 rounds + 1 round/level (1 round = 6 real seconds) any no +1 vs. all except spell

Only the best armor value of those will apply, and it is not cumulative with worn armor or other effects that set the base AC (see base AC article).


Mod content[]

This section is about unofficial content that is only available via fan-made mods.

Spell Revisions mod has changed this divine spell, revising its effects, duration and description. See below:
Barkskin
Level: 2
School: Alteration
Sphere: Plant
Range: Touch
Duration: 5 turns
Casting Time: 5
Area of Effect: 1 creature
Saving Throw: None

When a priest casts the Barkskin spell upon a creature, its skin becomes as tough as bark, improving its Armor Class by 2, plus 1 AC for every other six levels of the caster (up to a maximum of +4 AC at 15th level). Multiple castings of this spell are not cumulative.

Note: This spell is only available to Druid/Ranger/Shaman classes.
Note:The SR version boosts armor class rather than setting it, giving it extra utility for the caster to improve party member's AC values. This spell can't be stacked with itself.

External links[]