| Spell Information | |
| Spell level : | Innate level: 2, Bard: 2, Druid: 2, Ranger: 2, Sorcerer/Wizard: 2, Other: Animal domain 2 |
|---|---|
| School : | Transmutation |
| Components : | Verbal and Somatic |
| Range : | Touch |
| Target/Area : | Single |
| Duration : | 1 min. * cLevel 10 Rounds(cLevel) |
| Save : | Harmless |
| Spell resistance : | No |
Description[]
The target creature's Dexterity is increased by +4.
Gameplay Notes[]
- While this spell can be applied multiple times, the effects do not stack.
- This spell is aimed at boosting the ranged to hit values, and AC, of a creature. The main bonuses of +4 Dexterity are +2 to hit with ranged weapons, +2 AC, and a +2 bonus on reflex saves, as well as +2 in any skills which are related to dexterity.
- Archers and lightnly-armoured creatures gain the most benefits, since the additional armour class can help deflect other missiles aimed at them, while they hit more often with their own attacks.
- Creatures using weapon finesse also gain the +2 bonus to their melee attack rolls, of course.
- It is one of the best spells, at earlier levels where +4 dexterity items are unknown, to help Rogues hit more often with sneak attack at range, or with weapon finesse in melee using light weapons.
NWN comparison[]
- NWN was faithful to the DnD 3.0 version of this spell which granted 1d4+1 to the stat.