True Sight dispels all hostile Illusion/Phantasm spells in the area of effect.
Description[]
“ | True Sight Instantly and once per round for 1 turn after this spell is cast, all hostile Illusion/Phantasm spells in the area of effect will be dispelled. The spells that are affected by this are Reflected Image, Invisibility, Mirror Image, Non-Detection, Improved Invisibility, Shadow Door, Mislead, Project Image, and Simulacrum. The area of effect is roughly a 70-ft. radius around the caster. The target's Magic Resistance, if any, does not come into effect with this spell. This spell only affects enemies; thus it is unable to dispel invisibility from a party member. |
” |
Gameplay[]
The caster applies this spell, and it automatically is cast upon oneself without having to designate or target anything.
When the spell casting is finished, the caster will show a brief lighting effect and color glow rendered on their sprite - and then a distinctive divination 3D graphic used for several divination spells is generated the first round the spell is cast, and every subsequent round the true seeing effect reoccurs.
A text will display (every round) that reads, "<CASTER NAME>: True Seeing".
A player character will show an icon (No. 108) titled "True Seeing" on their portrait for spell's duration.
Additionally, a sound effect will audible when the spell is cast, and another when the spell expires.
Contrary to the spell's description, the spell's divination power has a range of at least a 70' radius surrounding the caster, testing indicates it could be twice that. See the gallery for an idea of how far a True Sight can dispel an illusion.
This spell will radiate several instant Divination Attack effects at the beginning of each round, and every round, for ten rounds (unless this spell is somehow dispelled from the caster).
These effects are applied to all enemy creatures in the spell's area of effect, to include:
- Remove all spell effects of the Illusion school of magic.
- Remove all spell effects of the secondary type "Illusionary Protection".
- Destroy/remove all creatures whose gender is classified as "Illusionary".
- Cure (remove) the state of invisibility.
This means that nearly any illusions, invisible, sanctuaried, and hidden creatures will be stripped of their illusions and made exposed.
Testing indicates that as of the BG2EE 2.6.6 update, a Simulacrum clone won't be destroyed by this spell from a hostile spell caster.
This includes the following spell's effects:
- Blur
- Improved Invisibility
- Invisibility
- Invisibility, 10' Radius
- Mass Invisibility
- Mirror Image
- Mislead
- Non-Detection
- Pixie Dust
- Potion of Invisibility
- Project Image
- Reflected Image
- Sanctuary
- Shadow Door
- Spook
- Stealth
The only practical method of blocking this spell is with Spell Immunity: Divination. It is not affected by magic resistance or spell level immunity (e.g. Liches).
A caster with an active True Sight spell can be affected by a Dispel Magic effect, to remove the spell from the caster.
A creature that was stripped of its illusion spell or made visible, can reapply another illusion spell/effect, quaff another potion of Invisibility, attempt to hide in shadows, and immediately gain its ability back. However, if the creature is within the spell's radius the following round, all of those reapplied effects will be stripped again.
Notes[]
The Wizard spell True Sight actually implements the Priest spell True Seeing on rounds 2 through 10.
Where to obtain its scroll[]
Baldur's Gate II: Shadows of Amn[]
Baldur's Gate II: Throne of Bhaal[]
Trivia[]
The Advanced Dungeons and Dragons 2nd Edition equivalent 6th-level Wizard spell is a titled True Seeing (which is also true of the Priest spell Shukenja). The Pen and Paper game version of this spell is functionally fairly similar to the BG video game's version. The spell requires an ointment for the eyes that is made from a very rare mushroom powder, saffron, and fat. It costs no less than 300 GP per use and must be aged for 1d6 months. See the External links for further reading.
Gallery[]
Mod content[]
This section is about unofficial content that is only available via fan-made mods.
Spell Revisions mod replaces True Sight with True Seeing. It also protects against blindness. See below for description:
True Seeing
Level: 6
School: Divination
Range: Personal
Duration: 1 turn
Casting Time: 5
Area of Effect: 30’ radius
Saving Throw: None
When this spell is cast, the caster gains the ability to see the exact locations of creatures or objects under displacement or invisibility effects and see through illusions. This effectively neutralize spells such as Blur and Mirror Image, allow the caster to see and target invisible creatures normally, and make him unaffected by hostile illusion spells such as Spook. The caster is also cured from any form of blindness and is immune to it for the duration of the spell. Note: True Seeing does not dispel illusionary clones such as those conjured by Mislead or Simulacrum, but instead clearly highlights them, revealing them as deceptions.
With the Spell Revisions mod, spells such as Oracle and True Seeing cannot penetrate a creature protected by the Non-Detection spell. This is a big game changer in the magic duels that occur in the game, especially with SCS. This new mage chess-match dynamic replaces the somewhat clunky Spell Immunity: Divination mechanic in the base game.
External links[]
- True Sight on the Icewind Dale Wiki, a wiki for the first Icewind Dale game.
- True seeing on the Forgotten Realms Wiki, a wiki for the Dungeons & Dragons campaign setting Forgotten Realms.
- Advanced D&D 2nd Edition Wiki - True Seeing (Wizard Spell)