Righteous Magic enhances the priest's physical abilities and combat effectiveness.
Description[]
| “ | This is a powerful combat spell that enhances the priest's physical prowess, transforming him into a juggernaut of destruction. The effect adds 1 temporary Hit Point per level of the caster, adds 1 point of Strength every 3 levels of the caster (to a maximum of 25), and causes every successful hit to inflict maximum damage. The effects last for the duration of the spell or until dispelled. | ” |
Gameplay[]
This spell is cast on self only.
When the spell casting is finished, the spell's powers are automatically applied to the caster with no need for targeting - a "holy light pillar" animation will render on the caster's sprite, and for the spell's duration the casters form is affected by a color change, and a sound effect is audibled as well.
The caster will also show an icon (No. 64) titled "Righteous Magic" on their portrait for the spell's duration - and a second sound effect will audible when it expires.
The spell confers three extra powers to the caster, as follows:
- Strength attribute is temporarily raised by 3 to 6 points, depending on the caster's priest level - strength can't be adjusted above 25.
- Maximum Hit point modifier is boosted by 9 to 20 HP, depending on the caster's priest level, and expire when the spell ends.
- A +20 Damage Luck Modifier value is assigned to any melee or missile weapon strike by the caster.
This spell can be removed with any applicable Dispel Magic effect.
A second casting of this spell won't "stack" effects, and the most current casting refreshes the spell's duration.
Notes[]
- The game engine applies max damage to this by setting the caster's DAMAGELUCK modifier (which accounts for the seemingly random variation in damage that a character can do from one hit to the next) to its maximum value, 20, for the spell's duration. This is effectively a longer duration version of the damage modifications from how Offensive Spin or Kai operate.
- "Maximum" relates to a weapon's base damage only; additional damages, such as elemental damage is not affected and may still vary. For example, the base damage from a War Hammer +2 is 1d4 +3, or from a Bullet +3 is 1d4 +4, and Jerrod's Mace is 1d6 +3. Only that damage is going to be boosted so that it applies maximum damage on every hit.
- Righteous Magic used by a cleric/thief can apply full damage backstabs for the spell's duration.
Trivia[]
The Advanced Dungeons and Dragons 2nd Edition ruleset has no spell titled "Righteous Magic" - this spell is a creation of the BG video game developers.
The closest equivalent spell, although it can be cast on a group in an area of effect, could be the 5th level priest spell Righteous Wrath of the Faithful, but there are several differences with this PnP spell's behavior as compared to the video game's version.
Mod content[]
This section is about unofficial content that is only available via fan-made mods.
Spell Revisions mod has replaced "Righteous Magic" with "Righteous Fury". See below for description:
Righteous Fury
Level: 5
School: Alteration
Sphere: Combat
Range: Personal
Duration: 1 round/level
Casting Time: 5
Area of Effect: Caster
Saving Throw: None
This is a powerful combat spell that enhances the priest’s physical prowess, charging him with positive energy and transforming him into a juggernaut of destruction. The caster’s strength is augmented by 4 points, his armor class is improved by 2 points, and he gains 1 temporary hit point for every level he has attained (up to a maximum of 20). Furthermore, the caster deals an additional 1d6 points of magic damage whenever he strikes an opponent with a melee weapon. The effects last for the duration of the spell or until dispelled. Multiple castings of this spell are not cumulative.
External links[]
- Righteous magic on the Forgotten Realms Wiki, a wiki for the Dungeons & Dragons campaign setting Forgotten Realms.