Ghost Armor creates a magical field of force around the caster roughly equal to plate mail +1.
Effects[]
“ | By means of this spell, the wizard creates a magical field of force that serves as if it were field plate armor (Armor Class: 2). It is cumulative with Dexterity and, in the case of Fighter/Mages, with the shield bonus. The Ghost Armor spell does not hinder movement, adds no weight or encumbrance, and does not prevent spellcasting. It lasts until successfully dispelled or until the duration runs out. | ” |
Where to obtain its scroll[]
Baldur's Gate[]
Found in[]
- Ankheg Pit (South of Baldur's Gate bridge)
Sold by[]
The Black Pits[]
Sold by[]
- Dinguer the Mad (×4)
Baldur's Gate II: Shadows of Amn[]
Found in[]
- Five Flagons Theatre - crate in the prop room
Sold by[]
Baldur's Gate II: Throne of Bhaal[]
Sold by[]
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 arcane spell, revising its effects, area of effect, duration and school. See below for description:
Ghost Armor
Level: 3
School: Illusion
Range: Touch
Duration: 10 turns
Casting Time: 3
Area of Effect: 1 creature
Saving Throw: None
When this spell is cast, the wizard creates an insubstantial but quasi-real suit of armor. This semi-illusory material covers the subject and actually gives some real protection provided that opponents don’t actively disbelieve in the armor (detecting the illusion) and neither a dispel magic nor detect illusion spell is cast upon it. Until dispelled or disbelieved, the armor sets the recipient’s base armor class to 2. This spell will not function with any other form of magical armor, but it is cumulative with dexterity bonuses and, in the case of fighter/mages, with the shield bonus. The ghost armor does not hinder movement, adds no weight or encumbrance, nor does it prevent spellcasting. A favorite among mage/thieves, the ghostly nimbus of light which surrounds the recipient grants +20% bonus to Hide in Shadows.
External links[]
- Ghost Armor on the Icewind Dale Wiki, a wiki for the first Icewind Dale game.