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Ixil's Spike (spear) is only available in the Baldur's Gate II: Throne of Bhaal portion of the original or enhanced edition game.

The item is created by the imp butler Cespenar if the party possesses Ixil's Nail, Ixil's Spike (dagger), and has 5,000 Gold Piece IMISC0700000 Item icon BG1Gold Piece
Currency in the Baldur's Gate series.
to pay for the upgrade process.

Description[]

Ixil's Spike +6
With shaft and tip reunited, Ixil's Spike is a fearsome weapon. During the battle, the head can detach to pin opponents to the ground even as a new head magically reforms on the end of the spear.
Shortly after the Time of Troubles began the nomadic bandit tribes of the Calimshan desert were united under a single leader; a cruel and brutal giant of a man, the warlord Ixil Xaxsha. From their outposts in the forbidding desert waste, the nomads raided merchant caravans and terrorized travelers who dared journey over the road from Calimport to Myratma.
Rumors and legends quickly spread about the invincible Ixil, who rode at the head of every raiding party brandishing his infamous magical spear. Some believe he was not truly a man, but a demon in human form, drawn to Faerun by the chaos and confusion of the Time of Troubles.
Ixil's own sadism and savagery did little to quell these allegations. During battle the head of Ixil's Spike, his mighty spear, would detach to pin opponents to the ground even as a new head magically reformed on the end of the spear. Often in the thick of combat, Ixil would pause to savor the helpless struggles of an enemy impaled by the point of his spear... seeming to delight in the writhing agony of his enemy.
The warlord was finally defeated when he was lured into attacking a contingent of powerful priests and knights from the Order of the Radiant Heart, posing as simple pilgrims. Witnesses to the battle claim Ixil was not slain, but was in fact banished to some hellish outer plane by the holy magic of the Order.
Though Ixil's body was never found, Ixil's Spike, his fearsome spear and the symbol of his power, was recovered. In an effort to utterly destroy the artifact, it was shattered into several pieces, which were scattered about the Southlands.

Gameplay[]

This spear is a magical weapon with a +6 enchantment level.

Any hit with the spear will inflict 1d6+6 Piercing damage, and that can be modified by the user's Strength attribute if applicable - the spear also provides a 6-point THAC0 bonus, and strength can improve the to-hit chances as well.

The weapon's Speed Factor is 1, with a reach range of 2-feet.

Additionally, with every successful hit on a target, the spear's special "pinned" effects are potentially applied to the target, as follows:

On any hit, the target is allowed a Saving throw versus Death (paralysis) to resist getting pinned - if the save is missed, then a Unconscious effect is applied lasting three rounds, and makes the target Helpless for that duration - also, as the save was missed, the weapon applies an extra 1d6+5 Piercing damage immediately to the victim, then again 6 seconds later, and a third time 12 seconds later.

When unconscious, the victim is not awakened by taking any damage - and the effect is non-magical and as such it can't be removed with a dispel magic effect.

The unconsciousness and extra damage application can only be prevented by making the saving throw or being immune to that status effect - Magic resistance and Spell protections type defenses offer no defense. As this unconsciousness isn't a magical sleep, elves and half elves have no natural racial resistance to it.

While equipped, the spear provides the user with a comprehensive Free Action (status effect) - the protections and immunities are almost identical to those provided by the Free Action (spell), except they cannot be removed by dispel magic effects from the user. While the spear is equipped the user's portrait will display an icon (No. 19), titled "Free Action", and their sprite will continuously be affected by a color glow pulse and fade effect.

The only real down side to this weapon's use is that Haste and Improved Haste spells won't work on the user, and certain movement boosting items, such as the The Paws of the Cheetah won't provide their extra movement rate bonus, although there are some methods to overcoming that by unequipping/reequipping items in a particular order to nullify the restriction - the player can experiment with different combinations and see which order works best for their particular party member and worn/equipped items.