This page is about a wizard spell. For the protective items that can be equipped, see Category:Shields.
The spell Shield temporarily improves the wizard's base armor class, and gives an extra bonus against missile weapons on top of that. Except in the original Baldur's Gate, it also gives immunity to certain magic missile spells.
Description[]
Original Baldur's Gate[]
| “ | When this spell is cast, an invisible barrier comes into being in front of the wizard. It sets the wizards armor class to 4 against all weapons, and 2 against missile weapons. | ” |
- In the original Baldur's Gate, along with its expansion Tales of the Sword Coast, the spell only affects the caster's armor class.
Baldur's Gate II and Enhanced Editions[]
| “ | When this spell is cast, an invisible barrier comes into being in front of the wizard. It sets the wizard's Armor Class to 4 against all melee weapons, and 2 against missile weapons. It also grants the wizard immunity from the spell Magic Missile. The effect lasts for the duration of the spell or until dispelled. | ” |
- The effect of the spell was expanded with the original game's successor, Shadows of Amn, now including immunity against magic missiles for its duration as well. This change was carried over to the Enhanced Editions of both games.
Gameplay[]
The wizard casts this spell upon themself only.
When casting is complete, the combat log displays a text reading "Shielded", and a 3D graphic effect and a color glow briefly renders over the caster's sprite.
Additionally, when the spell's duration expires, a sound effect is audibled to signify the end of the protection.
A player character's portrait will display an icon (No. 15) titled "Shielded" while the spell is active.
This spell sets the base Armor Class to 4 on the caster and blocks the Magic Missile spell (and a few other innate variants).
Despite the description, the spell doesn't "set" the base armor class versus missile/ranged attacks but modifies it by 2 points against that specific attack type.
This means that the spell can be stacked, to increase armor class versus missile/ranged attack types. See Bugs below.
The Shield spell can be removed by various Dispel Magic effects and the Breach spell.
Where to obtain its scroll[]
The Black Pits[]
Sold by[]
- Dinguer the Mad (×5)
Baldur's Gate[]
Shadows of Amn[]
- Galoomp's Store
- Mae'Var's Guildhall { If it is your stronghold }
- City of Caverns
- Reirra's Shop
Throne of Bhaal[]
Bugs[]
The spell should not stack, but it does regarding the missile damage armor class modifier. This is identified and corrected in The Enhanced Edition Fixpack (EEFP).
Trivia[]
The Advanced D&D 2nd Edition wizard spell Shield behaves in a different manner than the spell implemented by Bioware for the Baldur's Gate game.
When this spell is cast, an invisible barrier comes into being in front of the wizard. This shield totally negates magic missile attacks. It provides the equivalent protection of AC 2 against hand-hurled missiles (axes, darts, javelins, spears, etc.), AC 3 against small device-propelled missiles (arrows, bolts, bullets, manticore spikes, sling stones, etc.), and AC 4 against all other forms of attack.
The shield also adds a +1 bonus to the wizard's saving throws against attacks that are basically frontal. Note that these benefits apply only if the attacks originate from in front of the wizard, where the shield can move to interpose itself.
The spell lasts 5/rounds per level.
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).
Visuals[]
Videos[]
Gallery[]
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 spell school, and effects. See below for description:
Shield
Level: 1
School: Abjuration
Range: Personal
Duration: 5 turns
Casting Time: 1
Area of Effect: Caster
Saving Throw: None
When this spell is cast, an invisible barrier comes into being in front of the wizard, granting him immunity to the spell Magic Missile. Furthermore, the fluctuating force shield around the caster acts similarly to a regular shield, effectively increasing AC by 2 points (+4 vs. missile weapons). This effect lasts for the duration of the spell or until dispelled.
External links[]
- Shield (spell) on the Icewind Dale Wiki, a wiki for the first Icewind Dale game.
- https://adnd2e.fandom.com/wiki/Shield_(Wizard_Spell) Advanced D&D 2nd Edition - Shield (Wizard Spell)]

