Level 5 Cleric Spells Icewind Dale 2
In Icewind Dale 2, the best Level 5 Cleric spells are Champion Strength, Chaotic Commands, Insect Plague and Iron Skins.
- (Transmutation)
- Level: Clr 5, Pal 5, Tempus 5
- Range: Sight of Caster
- Duration: 10 minutes/level
- Casting Time: 2
- Area of Effect: 1 creature
- Saving Throw: None
When this spell is cast, the caster effectively draws on the strength of his god and lends it to the target creature, in effect creating a champion. The target gains a 4+1d4 strength bonus for the duration of the spell. The effect lasts for 10 minutes/level of the caster or until dispelled.
Chaotic Commands
- (Enchantment) [Chaos]
- Level: Clr 5, Tempus 5
- Range: Sight of Caster
- Duration: 10 rounds / level
- Casting Time: 3
- Area of Effect: 1 creature
- Saving Throw: None
Chaotic Commands renders a creature immune to magical commands. Charm, Dominate Person, Command, Sleep, Confusion, and Symbol spells all fit into this category.
Flame Strike
- (Evocation)
- Level: Clr 5, Drd 4, Rgr 4, Lathander 5
- Range: Sight of Caster
- Duration: Instantaneous
- Casting Time: 8
- Area of Effect: 10-foot radius
- Saving Throw: Reflex half
When the caster evokes Flame Strike, a vertical column of fire blasts downward into the area of effect. All creatures caught in the area of effect take 1d6 fire damage per caster level (maximum 15d6), with a Reflex save for half damage.
Greater Command
- (Enchantment)
- Level: Clr 5, Helm 5, Bane 5, Oghma 5
- Range: Sight of Caster
- Duration: 1 round/level
- Casting Time: 1
- Area of Effect: 20-foot radius
- Saving Throw: Will negates
Similar to the first level spell 'Command', this spell enables the cleric to command all enemy creatures within the area of effect to "die" (sleep). They are allowed a Will save to negate the effects. Sleeping creatures that take damage will be awakened from their catatonic state and return to normal.
Healing Circle
- (Conjuration)
- Level: Brd 5, Clr 5, Drd 6
- Range: Caster
- Duration: Instantaneous
- Casting Time: 5
- Area of Effect: 30-foot radius
- Saving Throw: None
This spell heals all friendly creatures within the area of effect by 1d8 + 1 point/level (maximum of 1d8 + 20).
Insect Plague
- (Conjuration)
- Level: Clr 5, Drd 5, Rgr 5
- Range: Sight of Caster
- Duration: 2 rounds / level
- Casting Time: 1 round
- Area of Effect: 25-foot radius
- Saving Throw: None
This spell summons a swarm of creeping, hopping, and flying insects. All creatures within the swarm suffer 1 hit point of damage every round, spell-casting is impossible, and any creatures of 2 Hit Dice or less will immediately attempt to flee the cloud as quickly as possible - creatures of 5 Hit Dice or less must make a Will save to remain with the swarm. Undead and constructs are unaffected by insect plague.
Iron Skins
- (Transmutation)
- Level: Clr 5, Rgr 5
- Range: Caster
- Duration: 8 hours
- Casting Time: 1 round
- Area of Effect: Caster
- Saving Throw: None
This spell provides the caster with a damage reduction of 10/- to bludgeoning, piercing, and slashing damage. This resistance bonus only applies to a number of attacks equal to 1 attack for every 2 levels of the caster up to a maximum of 8, after which the spell will dissipate. This spell is not cumulative with itself or similar magicks (such as the 4th level wizard spell Stoneskin).
Raise Dead
- (Necromancy)
- Level: Clr 5, Lathander 5
- Range: Sight of Caster
- Duration: Instantaneous
- Casting Time: 1 round
- Area of Effect: 1 creature
- Saving Throw: None
The person has but 1 hit point when raised and must regain the rest by natural healing or curative magic. Raise Dead will not work on someone killed by a Death Spell, Finger of Death, Destruction, or Disintegrate.
Note that when this spell is inscribed on a scroll, its power is diminished. A scroll of Raise Dead may not work unless invoked at the place where the target died.
Shield of Lathander
- (Conjuration) [Good]
- Level: Clr 5, Lathander 4
- Range: Touch
- Duration: 2 rounds
- Casting Time: 8
- Area of Effect: 1 creature
- Saving Throw: None
This spell grants the target a 3/- damage resistance bonus to bludgeoning, slashing, piercing, fire, cold, acid, and electricity damage for the duration of the spell.
Slay Living
- (Necromancy)
- Level: Clr 5, Talos 5
- Range: Touch
- Duration: Instantaneous
- Casting Time: 1 round
- Area of Effect: 1 creature
- Saving Throw: Fortitude partial
This spell imbues the caster's hands with destructive negative energy that will release when a successful touch attack is made. This attack will instantly slay a living creature unless a Fortitude save is made, in which case the creature takes 3d6 + 1/level points of magic damage instead. This spell has no affect on undead or constructs.
Spell Resistance
- (Transmutation)
- Level: Clr 5, Pal 5
- Range: Touch
- Duration: 1 minute / level
- Casting Time: 1 round
- Area of Effect: 1 creature
- Saving Throw: None
This spell grants the recipient a spell resistance of 12 + 1 per level of the caster. This effect will last for the duration of the spell or, ironically enough, until dispelled. This spell will replace whatever spell resistance that the creature already has, so it is possible that the recipient could have his spell resistance lowered by the spell. This spell may be cast only on party members and allies of the caster.
Summon Monster 5
- (Conjuration)
- Level: Brd 5, Clr 5, Sor/Wiz 5
- 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.
Undead Ward
- (Necromancy)
- Level: Clr 5, Pal 5, Selune 5
- Range: Caster
- Duration: 10 rounds
- Casting Time: 7
- Area of Effect: 20-foot radius
- Saving Throw: None
This spell amplifies the influence the caster has over undead, though it is tied to the area surrounding the caster where cast and does not move. Any undead creature entering the area of effect is affected as if turned by the caster that invoked this spell. If the turning fails, the undead creature is immune to further turning attempts by the spell unless it leaves and reenters the area of effect.
Icewind Dale 2 | Abilities IWD2 | Races IWD2 | Classes IWD2 | Wizard Spells IWD2 |
Icewind Dale 2 Walkthrough | Skills IWD2 | Feats IWD2 | Party IWD2 | Cleric Spells IWD2 |
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