Special Abilities¶
A collection of class- and race-specific abilities that apply across many classes and situations. Class-exclusive abilities (Backstab, Bard Song, Turn Undead) are described in the relevant class page.
Find Traps¶
Thieves can select Find Traps to actively scan for traps until otherwise directed. Traps have a random chance of being found at any time, so moving slowly increases the chance. If the Thief takes any other action, trap-finding stops until reactivated.
Note
The Find Traps skill cannot exceed 100.
Detecting Secret Doors¶
Every character has a passive secret-door detection chance, always on. Base chances:
| Class group | Chance |
|---|---|
| Wizard | 5% |
| Rogue | 15% |
| Warrior | 10% |
| Priest | 10% |
Race adds a bonus:
| Race | Bonus |
|---|---|
| Elf | +20% |
| Dwarf | +10% |
| Halfling | +5% |
When a Thief has Find Traps active, the chance to detect secret doors goes to 100%.
Druidic Shape Change¶
At higher levels, Druids can change their shape into three different animals — brown bear, black bear, or wolf — each once per day. The animal forms may have more hit points, faster movement, or claw-and-bite attacks for high damage. The base ability arrives at level 7 (see Druid).
Racial Enemy¶
Rangers focus their efforts against one particular type of creature. When the Ranger encounters that enemy:
- +4 bonus to attack rolls.
- –4 penalty to all encounter reactions with those creatures (they hate you back).
Hit Dice¶
As characters go up in levels, their hit-point pool grows based on their Hit Die. Each class has a different Hit Die reflecting its ability to absorb damage:
| Class | Hit Die |
|---|---|
| Fighter, Ranger, Paladin | d10 |
| Barbarian | d12 |
| Cleric, Druid, Monk | d8 |
| Thief, Bard | d6 |
| Mage, Sorcerer | d4 |
See the Hit Dice progression table for the full per-level progression.
Infravision¶
Infravision lets you see more clearly in the dark by revealing the heat generated by bodies. All warm-blooded creatures appear as red shapes in the dark. Undead and cold-blooded creatures are not affected.
- Innate for: Elves, half-elves, gnomes, dwarves — automatic at night or in dark conditions.
- Mages may cast it as a spell.
Lay on Hands¶
Paladins and Monks can heal themselves or others by laying their hands upon them: 2 hp per experience level, usable once per day.
Lore¶
Each character has a Lore rating; every item has a Lore value. As characters gain levels, their Lore increases — and they can identify more items at a glance:
| Class | Lore per level |
|---|---|
| Bard | +10 |
| Thief, Mage | +3 |
| All other classes | +1 |
Lore also receives a one-time bonus at character creation from Intelligence and Wisdom (not cumulative per level). See the appendix tables for ability score modifiers.
Example: A character with 18 Wisdom (+10) and 15 Intelligence (+5) gets +15 to Lore at creation.
Identifying items¶
When you select an item, your character's Lore is compared to the item's Lore value. If yours is high enough, the item is identified for you. If no party member can identify it, cast Identify or take it to a store or temple — for a price.
Magic Resistance¶
Magic resistance lets a creature ignore the effects of spells and spell-like powers. If a creature fails to resist a spell via magic resistance, it can still make a saving throw to mitigate or avoid the effects.
Protection from Evil¶
Paladins have an innate ability that mirrors the 1st-level wizard spell Protection from Evil, activatable at will via the Special Abilities button.
Stealth (Hide in Shadows / Move Silently) and Backstab¶
Thieves can choose to enter Stealth mode — effectively becoming invisible for a time — via the Stealth button. While stealthed, their next attack is a Backstab for ×2, ×3, ×4, or ×5 damage depending on Thief level. The Thief must be standing behind the target.
Moving around risks detection. Once the Thief attacks, stealth ends until successfully reactivated; the Thief must be out of his enemies' direct line of sight before he can hide again.
Thieving (Pick Pockets, Open Locks, Remove Traps)¶
Thieves can pick pockets (random chance of an item carried by the victim), pick locks, and remove traps — by selecting the Thieving button and clicking the target.
Note
Only Pick Pockets may benefit from a score higher than 100.
Turning Undead¶
One of the most life-saving combat abilities available to Clerics and Paladins is Turn Undead. The deity manifests a portion of its power through the priest, terrifying evil undead creatures — or destroying them outright. Because the power channels through a mortal vessel, success is not always assured. While attempting to turn undead the character can do nothing else.
- Good Clerics and Paladins can turn undead so they lose morale and flee, or (less often) destroy them outright.
- Evil Clerics and Blackguards can sometimes gain control of undead, who can then perform actions for them.
Source: bgee/original_manuals/baldurs_gate_1_ee_mastering_melee_and_magic.pdf — "Special Abilities".