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Wyvern Call summons a wyvern to the wizard's aid.

Gameplay[]

Summoned Wyvern Stats[]

  • Hitpoints: 63
  • STR: 14 (all other stats: 9)
  • AC: 1
  • THAC0: 10
  • 2 attacks per round
  • Deals 2d8 crushing damage
  • The wyvern may choose to use a different attack, inflicting 1d6 piercing damage and a Poison effect causing 5 damage per second for 20 seconds unless the victim saves vs poison with a -4 penalty. Multiple poison effects stack with one another for great damage potential.
  • Both types of attack are considered +2 weapons.
  • One weapon is picked at random and kept for 12 seconds before a choice is made again. (60% chance to pick the poisoning weapon.)
  • The wyvern is immune to Hold, Level drain, Paralyze, Slow and Web effects.
  • In Enhanced Edition, it is also immune to Entangle spells and a Green or Black Dragon's Plant Growth.
  • Save vs death/wand/polymorph/breath/spell: 7/9/8/9/8.

Gameplay[]

-This wyvern can also be summoned once per day by any class except Wizard Slayers via the Book of Infinite Spells.

-The main advantages of this summon are its list of immunities (that includes some rare ones among non-undead summons like Hold/Paralysis and Level Drain) and its insanely damaging poison (eg two mere applications can kill Firkraag or just one if the dragon is hasted, as hasted enemies take more poison damage).

-The wyvern's low strength value means that spells which raise strength are more valuable to the wyvern than summons with better initial strength values. For example, a Cleric's Strength of One spell (that can be used to buff several wyverns at once) will decrease THAC0 by 2 and increase damage by 3.

-A wyvern also benefits from improved haste more than most summons, as the majority of them only have 1 attack per round (so there's no point in doubling 1 with improved haste, might as well use regular haste), but the wyvern has 2.

-A Skald's song and/or any Bard's Enhanced Bard Song can do a lot for this summon, as its main issues are AC and THAC0 (not to mention the relatively short duration of the spell). In fact, if both songs are combined the wyvern will reach -7 AC and 2 THAC0, so if there are several wyverns it's pretty likely that even very strong enemies will get poisoned and die (again, just two applications can fell even dragons).

-A Skald's song or Enhanced Bard Song also provides immunities that fit perfectly with the wyvern's own, adding fear, confusion and stun to the list, making wyverns immune to the vast majority of status effects in the game (one of the few notable exceptions is charm).

Effects[]

Wyvern Call
When this spell is cast, the wizard opens up a magical channel that will summon a wyvern to his aid. This creature is totally under the caster's mental control. The wyvern will live and die at his command until the spell duration expires or until the wyvern is slain.

Bugs[]

  • In the original edition, if the wyvern stays idle it may revert to its non-poisoning weapon at any time, so keep it busy. This weapon switch does not push back the running 12-second delay before a "normal" weapon switch occurs though.

Where to obtain its scroll[]

-Unlike most spells below level 9, the scroll for this spell cannot be found on random loot.

Baldur's Gate II: Shadows of Amn[]

Found in[]

Sold by[]

Baldur's Gate II: Throne of Bhaal[]

Sold by[]

Mod content[]

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

Spell Revisions mod has no direct equivalent to the arcane Wyvern Call spell, however it does offer the level 6 arcane spell Monster Summoning VI, as described below:
Monster Summoning VI
Level: 6
School: Conjuration
Range: Medium
Duration: 3 turns
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None
By means of this spell, the caster summons a number of monsters, which serve the mage under any conditions. The type and number of creatures that appear depend upon the level of the wizard casting the spell. The summoned creatures will remain under the wizard’s control until they are slain, or the spell duration expires.

11th : 2 baby wyverns
15th+ : 2 baby wyverns, 1 wyvern

Baby Wyvern (6 Hit Dice):
STR 17, DEX 12, CON 15, INT 6, WIS 11, CHA 9; AL Neutral Evil
HP 78, AC 3, THAC0 12, Saving Throws 11/15/11/13/15
4 Attacks Per Round, 2d6+3 Piercing Damage (Bite, Claws, & Sting +1)

Wyvern (7 Hit Dice):
STR 19, DEX 12, CON 15, INT 6, WIS 12, CHA 9; AL Neutral Evil
HP 91, AC 2, THAC0 8, Saving Throws 10/14/10/12/14
4 Attacks Per Round, 2d6+9 Piercing Damage (Bite, Claws, & Sting +2)
Combat Abilities:
Poison: a wyvern’s sting injects a poison which inflicts 2hp/sec for 1 turn (save vs. poison at -4 neg.)
Special Qualities:
Immune to entangle, grease, hold, sleep, slow, stun, & web effects

Note:The Wyvern Call spell is removed from the game with the SR Mod. All scrolls are changed to a different spell.

External links[]

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