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Brightmantle

Level 2 priest spell · Abjuration

Sphere
Protection
Range
Touch
Components
V, S, M
Casting time
5
Duration
Special
Area of effect
Creature touched
Saving throw
None

This spell envelops the recipient's head in a nimbus of faint, flickering blue light. While under the influence of a brightmantle, the creature's thinking is clear and unimpaired. Intelligence checks are made with a +2 bonus. Alcohol, drugs, and poisons are not removed from the recipient's system, but their side effects that muddle the brain temporarily abate.

Spells from the school of enchantment/charm and the spheres of charm and thought that impede the ability of the creature to think clearly, such as chaos, charm monster, charm person, command, confusion, delude, feeblemind, friends, forget, magic jar, maze, mental domination, or scare, have no effect while the creature is protected by a brightmantle. At the DM's option, a being afflicted with insanity may have a lucid period. The spell duration is 1 hour per caster level when cast on dwarves; otherwise, it is 1 turn per caster level.

The material components are the priest's holy symbol and a pinch of smelling salts (any restorative whose preparation is based on spirits of ammonia).

Notes: Granted by the dwarven god Dugmaren Brightmantle.

Sources

This spell on the AD&D 2nd Edition Wiki