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Shocking Grasp gives the wizard the ability to deal physical and magical damage to a creature.

Effects[]

Shocking Grasp
When the wizard touches a creature while this spell is in effect, an electrical charge will deal 1d8 points of damage plus 1 per level of the caster to the creature touched. In addition, the grasp itself does 1d2 fist damage (Strength bonuses apply). The wizard only has one charge, and once an opponent has been touched, the spell's energies have been used. If the wizard misses, the spell is wasted. The wizard has 1 round per level to touch the target creature.

Gameplay[]

  • The spell is materialized as a magical 1d2 fist weapon with a +6 enchantment and an electrical on-hit effect of the Offensive damage type — blockable by the Cloak of Mirroring.
  • Unlike Chill Touch, it completely ignores the target's Magic resistance.
  • Once a single attack is made, it vanishes.
  • If an enemy who is completely immune to level 1 spells (e.g. Minor Globe of Invulnerability, Lich...) is hit, the physical damage will be applied, but not the electrical damage. On the other hand, if an enemy is protected by Stoneskin, the physical damage will be negated, but the electrical damage applies.

Where to obtain its scroll[]

The Black Pits[]

Sold by[]

Baldur's Gate[]

Shadows of Amn[]

Throne of Bhaal[]

Bugs[]

  • Shocking Grasp is tagged as a "combat protection", thus making it affected by Breach. As other spells that conjure temporary weapons, it should be a "combination" instead.

Visuals[]

Videos[]

Mod content[]

Mods icon This section is about unofficial content that is only available via fan-made mods.

Spell Revisions mod has changed this arcane spell, changing its effects, and school. See below for description:
Shocking Grasp
Level: 1
School: Evocation
Range: Personal
Duration: Special
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: Special

When the wizard touches a creature while this spell is in effect, an electrical charge will deal 1d6 points of damage and stun the target for 1 round. If the target makes a successful saving throw vs. spell, he is not stunned. For every two extra experience levels of the caster, the creature will suffer an additional 1d6 points of damage and roll their saving throw at an increased -1 penalty (to a maximum of 5d6 damage and a -4 saving throw penalty at 9th level). The spell expires once the caster makes a successful melee attack or after 1 turn has passed. The wizard gains a +4 bonus to hit the target.

External links[]

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