Rigid Thinking is a 3rd level priest spell. It inflicts the Confused status effect on a single target.
Description[]
“ | The target of this spell must make a Saving Throw vs. Spell or come under its effects. When under the effects of the Rigid Thinking spell, the victim will randomly wander, attack the nearest person, or stand confused. | ” |
Gameplay[]
The caster selects a single target and casts this spell towards it.
The target creature is allowed a Saving throw versus Spell, or it will be affected by the Rigid Thinking effect, lasting 1 turn.
Rigid Thinking makes the target Confused; however, the combat log will display a text string reading "Rigid Thinking" rather than "Confused".
Rigid Thinking has its own unique portrait icon (applicable only to player characters).
This spell can be blocked with Magic resistance, or low-level spell protections such as Globe of Invulnerability and Minor Spell Deflection.
Spell Immunity: Enchantment will also block the spell.
The spell can be removed with Dispel Magic effect, and the Confused state can be cured - see the status effect article.
If a neutral creature successfully saves vs. Rigid Thinking, they will not turn hostile in the Enhanced Edition. They will in the original edition.
Once the effect of this spell expires on a neutral creature (or it's dispelled) they will turn hostile. This also means that the creature won't turn hostile (i.e. will remain neutral) until the effect expires (even if they're attacked by the player), so any crimes (e.g. murder of innocents) committed by the confused creature won't penalize the player.
The scenarios described above apply to general cases. Keep in mind that some specific creatures have different AI conditions for "turning red" (i.e. becoming hostile), so you might end up with different results from time to time. For example, the Watcher's Keep party of helmites turns red whenever any of them die, under almost any circumstance, so you can't easily use Rigid Thinking to get away with a crime there.
Bugs[]
- Sometimes, a neutral creature affected by Rigid Thinking won't turn hostile after the effect is over. This appears to be tied to circumstances that can cause it to "forget" who attacked it (initially, via the casting of Rigid Thinking and maybe by other means afterward), such as leaving an area or saving+reloading after the Rigid Thinking effect takes place.
Note[]
The Advanced Dungeons and Dragons 2nd Edition spell Rigid Thinking is designed to do something much different than what is implemented in the game. A few parameters were accurately taken from the ruleset by Bioware, but many were not. See the external links for more.
Gallery[]
Mod content[]
- This section is about unofficial content that is only available via fan-made mods.
Spell Revisions mod has not changed this spell - other than some internal Opcode additions to ensure better performance with other game and creature scripts. See below:
Rigid Thinking
Level: 3
School: Enchantment
Sphere: Law
Range: Long
Duration: 1 turn
Casting Time: 5
Area of Effect: 1 person or mammal
Saving Throw: Spell negates
The target of this spell must make a saving throw vs. spell or come under its effects. When under the effects of the Rigid Thinking spell, the victim will randomly wander, attack the nearest person, or stand confused.
External links[]
- Rigid Thinking on the Icewind Dale Wiki, a wiki for the first Icewind Dale game.
- Advanced Dungeons & Dragons 2nd Edition Wiki - Rigid Thinking (Priest Spell)
- ↑ Internally, this spell's range is 35 ft. Targets must be within the caster's line of sight, limiting this to roughly 26 feet.