Protection From Magical Weapons gives the wizard complete invulnerability to all magical weapons but does not block normal (non-enchanted) weapons.
Description[]
| “ | When the spell is cast, it confers complete invulnerability to all magical weapons. This includes weapons that are blessed or enchanted. The attacks of powerful monsters are also considered magical weapons. This spell cannot be cast on anyone who is protected from normal weapons as well as anyone protected by Mantle, Improved Mantle, or Absolute Immunity. Due to the nature of this spell, with the short casting time and duration, it is mainly used to buy the wizard a few rounds in the thick of combat. This effect lasts for the duration of the spell or until dispelled. | ” |
Gameplay[]
The caster applies this spell to self only.
Upon completion of the spell a text is displayed reading "Protected from Magical Weapons".
The caster has a brief 3D effect and color glow animation rendered over their sprite.
A player character shows an icon (No. 71) titled "Protection From Magical Weapons" on their portrait for the spell's duration.
Additionally, a sound effect will audible when the spell expires.
The spell implements protection from all weapon attacks (melee or missile) that are classified as "magical".
This spell can be removed by an appropriate Dispel Magic effect, or a Breach spell.
This spell is incompatible with Protection From Normal Weapons, Mantle, Improved Mantle, and Absolute Immunity spells; they will not be allowed to cast if attempted.
Notes[]
- Physical attacks from powerful monsters are usually classified as magical weapons.
- A magical weapon that applies some kind of extra status effect, or spell, or elemental/poison damage can't affect the caster because the attack can't hit in the first place.
- Mirror Images can still be hit and removed, while the actual target is immune to the magical weapon.
- A party can may retain a backup set of non-magical weapons ready to attack enemies that use this spell.
- Can be used together with Protection From Normal Missiles to become completely immune to almost all ranged projectiles for a short time (and several enemies use this strategy).
Where to obtain its scroll[]
Baldur's Gate II: Shadows of Amn[]
Baldur's Gate II: Throne of Bhaal[]
Trivia[]
The Advanced Dungeons and Dragons 2nd Edition ruleset has a 6th level Wizard spell titled "Invulnerability to Magical Weapons". This spell creates an immobile, faintly shimmering magical sphere around the caster that cannot be penetrated by magical blunt, edged, or missile weapons; all such weapons are harmlessly deflected (missile weapons strike the sphere, then immediately fall to the ground). However, the sphere offers no protection against magically-created creatures (such as golems) or from creatures whose attacks are magically based (such as the gaze of a medusa).
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 description. See below:
Protection from Magical Weapons
Level: 6
School: Abjuration
Range: Personal
Duration: 4 rounds
Casting Time: 1
Area of Effect: Caster
Saving Throw: None
This spell creates an immobile, faintly shimmering magical sphere around the caster that cannot be penetrated by magical weapons; all such weapons are harmlessly deflected (missile weapons strike the sphere, then immediately fall to the ground). This includes weapons that are blessed or enchanted as well as attacks of especially powerful monsters. Due to this spell’s short casting time and duration, it is mainly used to buy the wizard a few rounds in the thick of combat. The spell’s effect lasts for the duration of the spell or until dispelled.
External links[]
- Protection From Magical Weapons on the Icewind Dale Wiki, a wiki for the first Icewind Dale game.
- Advanced D&D 2nd Edition Wiki - Invulnerability to Magical Weapons (Wizard Spell)