Baldur's Gate Wiki
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.

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[]

Baldur's Gate[]

Shadows of Amn[]

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.

Note:The SR mod's version boosts the caster's armor class, rather than setting the base armor class, which is similar to just wielding a shield in combat, making this spell have additional value and additive with other mage spells like Armor (spell), Ghost Armor, Barkskin and Spirit Armor. This spell is also not stackable.

External links[]