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Defensive Harmony is a 4th level priest spell. It grants nearby allies a -2 Armor Class bonus.

Description[]

Defensive Harmony grants affected creatures a defensive bonus by bestowing an enchanted coordination on their attacks and defenses. This allows a group of creatures to act as a single unit for a single battle or encounter. The effect is always centered on the caster, but affects all allies within a 15-ft. radius. Those affected can move outside of this area after the spell is cast and still enjoy the benefits of the harmony. While the spell is in effect, each affected creature gains a +2 bonus to [their] Armor Class. This lasts for 6 rounds or until dispelled.

Gameplay[]

  • In the original games, this spell was cumulative with itself. In the Enhanced Editions, it does not stack with itself.

Scroll Locations[]

Baldur's Gate[]

Siege of Dragonspear[]

The Black Pits II: Gladiators of Thay[]

Bugs[]

Gallery[]

Mod content[]

Mods icon 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, area of effect, and description. See below:

Defensive Harmony
Level: 4
School: Enchantment
Sphere: Law
Range: Personal
Duration: 1 turn
Casting Time: 1
Area of Effect: 10’ radius
Saving Throw: None

Defensive Harmony grants affected creatures a defensive bonus by enhancing the coordination of their attacks and defenses. This allows a group of creatures to act as a cohesive unit for a single battle or encounter. The effect is always centered on the caster, but affects all those within a 10 foot radius. The affected creatures can move outside of this radius after the spell is cast and still enjoy the benefits of the Harmony. While the spell is in effect, each affected creature gains a +4 bonus to her armor class. Multiple castings of this spell are not cumulative.

Note: Usable by Cleric/Paladin classes only.

External links[]

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