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Shamans
Baldur's Gate II: Shadows of Amn

Shamans

Explore the Shaman class in Baldur's Gate II: Shadows of Amn, including their unique spells like Spirit Ward and Shamanic Dance.

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Explore the Shaman class in Baldur's Gate II: Shadows of Amn, including their unique spells like Spirit Ward and Shamanic Dance.

Walkthrough
  1. 1
    Shamans may only wear non-metallic armor and can equip helmets.
  2. 2
    They are limited to equipping bucklers.
  3. 3
    Proficiencies include axes, spears, daggers, clubs, quarterstaffs, darts, slings, and shortbows.
  4. 4
    Shamans can take a single proficiency point in any fighting style.
  5. 5
    They cast druidic spells and gain spells similarly to a sorcerer (a character class that casts spells).
  6. 6
    Shamans gain access to one Shaman-specific spell of each level automatically.
  7. 7
    From a base of 20%, Shamans gain 4% to Detect Illusions per level, reaching 100% at level 20.
  8. 8
    Shamans may use Shamanic Dance at will.
  9. 9
    Hit Points (HP) gained are 8 per level for the first nine levels, and 2 HP per level thereafter.
  10. 10
    The Shamanic Dance ability requires the Shaman to do nothing else and incurs a -4 penalty to Armor Class (AC).
  11. 11
    Each round a Shaman dances, there is a 35% chance, plus 2% per level (up to a maximum of 75% at level 20), that a spirit will answer the call.
  12. 12
    Summoned spirits return to the spirit plane if the Shaman stops dancing.
  13. 13
    At level 1, a Shaman can summon a maximum of two spirits, increasing by 1 at levels 6, 12, and 18.
  14. 14
    Summoned spirits grow more powerful at higher levels, but the spirits that answer the call are random.

Shaman Spells:

Shamans have access to additional spells of each level, which are added to their spellbook automatically upon reaching the required character level. These are in addition to spells the character chooses.

  • Spirit Ward (Level 1): Touch range, lasts 3 rounds, affects 1 creature. Elementals and spectral undead suffer a -2 THAC0 (To Hit Armor Class 0) penalty when attacking the recipient, who also receives a +3 save bonus against Enchantment spells.
  • Writhing Fog (Level 2): 30' range, lasts 1 turn, affects a 15' radius. Inflicts 1-3 cold damage per round to creatures within the area. There is a 20% chance creatures will be slowed unless they make a save vs. Death.
  • Spiritual Clarity (Level 3): Touch range, lasts Instant, affects 1 creature. Removes the effects of fear, charm, confusion, and feeblemind.
  • Spirit Fire (Level 4): 40' range, lasts Instant, affects a 15' radius. Deals 1d4 magic damage per caster level (maximum 10d4) to creatures in the area. Elementals and spectral undead take double damage. There is a 33% chance affected enemies will be affected by Doom. A successful save vs. Spell reduces damage by half and negates the Doom effect.
  • Recall Spirit (Level 5): Visual range of the caster, lasts Instant, affects 1 creature. Brings a fallen comrade back to life with a single hit point, identical to the Cleric spell Raise Dead.
  • Spiritual Lock (Level 6): 40' range, lasts 1 turn + 1 round per level, affects 1 creature. If the target fails its save vs. spells at -2, it becomes lost in the spirit world, taking no actions. Elementals and spectral undead suffer a -4 save penalty.
  • Ether Gate (Level 7): Touch range, lasts 5 rounds, affects 1 creature. Sends the target to the Ethereal Plane for the spell's duration.
  • Ethereal Retribution (Level 7+): 40' range, lasts 3 rounds, affects a 15' radius. Hostile creatures within the area take 3-24 points of magic damage per round. Living creatures must save vs. Spell or lose 2 points of Strength per round for 5 rounds.

Shaman Spell Progression (Spells Per Day):

  • Level 1: 3 (Level 1 spells)
  • Level 2: 4 (Level 1 spells)
  • Level 3: 5 (Level 1 spells)
  • Level 4: 6 (Level 1 spells), 3 (Level 2 spells)
  • Level 5: 6 (Level 1 spells), 4 (Level 2 spells)
  • Level 6: 6 (Level 1 spells), 3 (Level 2 spells)

Tips:

  • Shamans can be effective

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