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Cause Critical Wounds is a 5th level priest spell. It is the reverse of Cure Critical Wounds.

Description[]

This spell is the reverse of Cure Critical Wounds. Instead of healing the creature touched, it causes damage. On a successful touch from the priest, the spell inflicts 27 points of damage upon the target. The next attack that the priest makes will cause this effect; however, the priest only has 2 rounds to make the attack before the spell fizzles. If the priest misses the target creature, the spell is wasted. There is no Saving Throw.

Gameplay[]

This spell is cast on self only.

When the spell casting is finished, a text will display reading "<Caster> Cause Critical Wounds" and a Necromancy spell school casting animation will render.

The caster's main hand weapon slots are temporarily unable to be used to attack and are "replaced" with a magically created item that has a red-colored open hand icon with a small cross at the fingertips, which represents the Cause Critical Wounds melee touch attack weapon.

This weapon has a relatively short duration of 15 seconds, and then it will disappear if not used (and it can be dispelled as well).

The touch attack weapon has a range of 1 foot, and the caster must successfully achieve a touch attack on a single target creature in order to apply the critical wound.

The caster will roll to hit as normal and receive a +2 THAC0 bonus to do so - the caster's weapon proficiency skills aren't factored into this, nor are any Strength modifiers.

Any other modifiers that alter THAC0 specifically (from equipped items or spell/potions) are applicable to the to-hit roll.

If the caster misses the to-hit roll, the magical weapon disappears, and the spell is finished.

If the touch attack succeeds, then 27 Magical damage is applied to the target, along with a red colored burst graphic on the target's sprite, and the weapon disappears.

This touch attack damage can be prevented in several ways, including Magic resistance, Spell Immunity: Necromancy, or a Spell protections type defense such as Minor Spell Deflection, Spell Deflection, or Spell Trap.

Additionally, a Spell Turning will reflect the damage back on the attacker.

The Cloak of Mirroring will negate this touch attack as well.

Notes[]

Cause Critical Wounds works like any other spell which conjures a weapon, such as Shillelagh or Flame Blade. The primary difference is that it has a much shorter duration and that the conjured "weapon" disappears on its first attack, even if it misses the target.

The touch attack weapon strikes as a +6 magical/silver/cold iron item in terms of what it may strike.

If a character dual-wields another weapon while Cause Critical Wounds is active, their off-hand weapon will not suffer any off-hand THAC0 penalty.

See also[]

  • Cause Serious Wounds, 4th level priest spell - equivalent effect but inflicts 17 damage.
  • Slay Living, 5th level priest spell - similar effect but deals 2d6 + 9 damage and forces the victim to save vs. spell or be slain.
  • Harm, 6th level priest spell - equivalent effect but reduces the victim's HP to 1 on a successful roll.

Trivia[]

The Advanced Dungeons and Dragons 2nd Edition ruleset doesn't list Cause Critical Wounds as its own separate spell, it is implemented by a Priest as a reverse of the Cure Critical Wounds spell, which requires a successful touch attack and inflicts 3d8+3 points of damage.

Mod content[]

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

Spell Revisions mod has replaced Cause Serious Wounds with this spell and is therefore now in the 4th-level Divine spell category. The mod makes changes to the casting time, scaling, boosts the THAC0, and the damage is unaffected by Magic Resistance.

Cause Critical Wounds
Level: 4
School: Necromancy
Sphere: Necromantic
Range: Personal
Duration: Special
Casting Time: 4
Area of Effect: 1 creature
Saving Throw: None

This spell is the reverse of Cure Critical Wounds. Instead of healing the creature touched, it causes damage. On a successful touch from the priest, the spell inflicts 4d8 + 4/level points of damage upon the target (up to a maximum of 4d8+40). The spell expires once the priest makes a successful melee attack or after 1 turn has passed. The priest gains a +4 bonus to hit the target. Magic resistance does not affect this spell.

Note:The SR spell version touch attack weapon won't disappear if a touch attack misses - and the caster may to hit try again until a successful hit is achieved, or the spell's duration expires. This weapon is now the equivalent of a +7 enchanted/cold iron/silver item with this mod, with a +4 THAC0 bonus, a successful hit casts a spell effect on the target rather than a melee attack mechanism. The spell effect bypasses MR and all Spell protection type defenses as a 0 Power level attack.
Note: This spell is only for Cleric/Paladin classes.

External links[]

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