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Level 8 Cleric Spells, Icewind Dale 2 IWD2


Level 8 Cleric Spells Icewind Dale 2


In Icewind Dale 2, the best Level 8 Cleric spells are Fire Storm, Mass Heal, Symbol of Stunning and Symbol of Hopelessness.


Antimagic Field


  • (Abjuration)
  • Level: Clr 8, Sor/Wiz 6, Selune 6
  • Range: Caster
  • Duration: 10 rounds/level
  • Casting Time: 1
  • Area of Effect: Caster
  • Saving Throw: None

This spell surrounds the caster with an invisible barrier that moves with him. This barrier makes the wizard immune to any magical attacks, but it prevents the wizard from casting spells out of the field.


Fire Storm


  • (Evocation)
  • Level: Clr 8, Drd 7, Lathander 6, Talos 8
  • Range: Sight of Caster
  • Duration: 1 round
  • Casting Time: 1 round
  • Area of Effect: 20-foot radius
  • Saving Throw: Reflex half

This spell causes the area of effect to be covered in roaring flames - all creatures caught in the area of effect take 1d6 fire damage (max 20d6) per level of the caster. A successful Reflex save halves the damage. This spell blinds drow and gray dwarves if a Fortitude save is failed.


Holy Aura


  • (Abjuration)
  • Level: Clr 8, Ilmater 8
  • Range: 20 ft.
  • Duration: 1 round/level
  • Casting Time: 6
  • Area of Effect: Allies in a 20' radius
  • Saving Throw: None

A brilliant, divine radiance surrounds the subjects, protecting them from attacks, granting them resistance to spells, and blinding evil creatures when they strike the subjects. This abjuration has four effects:
First, the warded creatures gain a +4 deflection bonus to AC and a +4 bonus to all saves.
Second, the warded creature gains +25 spell resistance.
Third, the abjuration protects the creatures against charm and domination spells.
Fourth, any creature of evil alignment who strikes (melee only)  those protected by the Holy Aura must make a Fortitude save or be blinded for 3 round.


Mass Heal


  • (Conjuration)
  • Level: Clr 8, Drd 9, Lathander 9
  • Range: Close (25 ft. + 5 ft/2 levels)
  • Duration: Instantaneous
  • Casting Time: 1 round
  • Area of Effect: All allies within 30 ft.
  • Saving Throw: None

Mass Heal wipes away disease and injury from a target creature. It cures blindness, diseases, feeblemind and restores the target to maximum hit points if they have been injured.  This variant of the Heal spell can affect several allies.


Summon Monster VIII


  • (Conjuration)
  • Level: Clr 8, Sor/Wiz 8
  • Range: Sight of Caster
  • Duration: 3 rounds + 1 round/level
  • Casting Time: 6
  • Area of Effect: Special
  • Saving Throw: None

This spell summons a monster who will aid the caster for the duration of the spell. The type of creature that comes is random. The creature summoned is more powerful than creatures summoned by lesser versions of this spell.


Symbol of Death


  • (All)
  • Level: Clr 8, Sor/Wiz 8, Oghma 8
  • Range: Sight of Caster
  • Duration: Instantaneous
  • Casting Time: 3
  • Area of Effect: 30-foot radius
  • Saving Throw: Fortitude negates

This spell conjures forth a magical glyph imbued with magical power that channels its effects through anyone capable of seeing it.  Creatures must make a Fortitude save or die.  One or more creatures within the radius, whose combined total hit points do not exceed 150, are susceptible to the symbol's effects.


Symbol of Fear


  • (All)
  • Level: Clr 8, Sor/Wiz 8, Oghma 6
  • Range: Sight of Caster
  • Duration: 10 rounds
  • Casting Time: 3
  • Area of Effect: 30-foot radius
  • Saving Throw: Will negates

This spell conjures forth a magical glyph imbued with magical power that channels its effects through anyone capable of seeing it.  Creatures are allowed a Will save to resist this spell. If failed, creatures will be affected by a powerful version of the Fear spell.


Symbol of Hopelessness


  • (All)
  • Level: Clr 8, Sor/Wiz 8, Oghma 7
  • Range: Sight of Caster
  • Duration: 10 rounds
  • Casting Time: 3
  • Area of Effect: 30-foot radius
  • Saving Throw: Will negates

This spell conjures forth a glyph imbued with magical power that channels its effects through any enemy creatures capable of seeing it.  Creatures affected will be overwhelmed by dejection and remain motionless or will lose all hope of winning in combat and flee. A successful Will save will resist the effects.


Symbol of Pain


  • (All)
  • Level: Clr 8, Sor/Wiz 8, Ilmater 8
  • Range: Sight of Caster
  • Duration: 10 minutes / level
  • Casting Time: 3
  • Area of Effect: 30-foot radius
  • Saving Throw: Fortitude negates

This spell conjures forth a magical glyph imbued with magical power that channels its effects through any enemy creatures capable of seeing it. Creatures affected will suffer wracking pains throughout their body, reducing their Dexterity scores by 2 and impose a -4 penalty on attack rolls, skill checks and ability checks (Fortitude negates).


Symbol of Stunning


  • (All)
  • Level: Clr 8, Sor/Wiz 8
  • Range: Sight of Caster
  • Duration: 5 rounds
  • Casting Time: 3
  • Area of Effect: 30-foot radius
  • Saving Throw: Fortitude negates

This spell conjures forth a magical glyph imbued with magical power that channels its effects through anyone capable of seeing it.  One or more creatures with the radius whose total hit points do not exceed 250 become stunned (Fortitude negates). A stunned creature can't act and loses any Dexterity bonuses to AC.  Attackers gain +2 bonuses to attack it.


Tremor


  • (Transmutation)
  • Level: Clr 8, Drd 9, Talos 7
  • Range: Caster
  • Duration: Instantaneous
  • Casting Time: 1 round
  • Area of Effect: Sight of Caster
  • Saving Throw: Reflex negates

This spell causes a local tremor to rip through the ground. Enemies within sight of the caster suffer 4d10+2 points of bludgeoning damage and must make a Reflex save or be knocked unconscious for 3 rounds.

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