Level 1 Cleric Spells Icewind Dale 2
In Icewind Dale 2, the best Level 1 Cleric spells are Bless, Bane and Command.
Armor of Faith
- (Abjuration)
- Level: Clr 1, Helm 1
- Range: Caster
- Duration: 3 rounds + 1 round/level
- Casting Time: 1
- Area of Effect: Caster
- Saving Throw: None
The armor of faith is a force of energy that absorbs a portion of the damage intended for the caster. The caster gains a damage reduction of +1/- to all forms of damage for the duration of the spell.
Bane
- (Enchantment)
- Level: Clr 1, Bane 1
- Range: Sight of Caster
- Duration: 1 minute / level
- Casting Time: 1 round
- Area of Effect: 25-foot radius
- Saving Throw: Will negates
Bane is the reverse of Bless, and lowers the morale and attack bonus of enemy creatures in the area of effect by -1 for the duration of the spell. Bane counters and dispels Bless.
Bless
- (Conjuration)
- Level: Clr 1, Pal 1, Tempus 1
- Range: Sight of Caster
- Duration: 1 minute / level
- Casting Time: 1 round
- Area of Effect: 25-foot radius
- Saving Throw: None
Upon uttering this spell, the caster raises the attack bonus of allied creatures in the area of effect by +1. Bless counters and dispels Bane.
Command
- (Enchantment)
- Level: Clr 1, Bane 1
- Range: Sight of Caster
- Duration: 1 round
- Casting Time: 1
- Area of Effect: 1 creature
- Saving Throw: Will negates
Upon completion of this spell, the caster utters a command to the target creature to "die," which the victim will do its best to carry out by falling asleep. Creatures with 6 hit dice or more are allowed a Will save to resist the command. At the end of the round the creature awakens and is unharmed.
Cure Light Wounds
- (Conjuration)
- Level: Brd 1, Clr 1, Drd 1, Pal 1, Rgr 2
- Range: Touch
- Duration: Instantaneous
- Casting Time: 5
- Area of Effect: 1 creature
- Saving Throw: None
When casting this spell and laying his hand upon a living creature, the caster heals 1d8 points of damage +1 per caster level (up to +5).
Doom
- (Enchantment)
- Level: Clr 1, Talos 1
- Range: Sight of Caster
- Duration: 1 minute / level
- Casting Time: 1 round
- Area of Effect: 1 creature
- Saving Throw: Will negates
This spell causes a feeling of doom to overwhelm the target. For the duration of the spell the target receives a -2 penalty to attack bonus and saving throws.
Inflict Light Wounds
- (Necromancy)
- Level: Clr 1
- Range: Touch
- Duration: Special
- Casting Time: 5
- Area of Effect: 1 creature
- Saving Throw: none
This spell imbues the caster's hands with destructive negative energy that will release when a successful touch attack is made. This attack deals 1d8 + 1 point of magic damage per caster level (maximum of 1d8 +5). This spell has no affect on undead or constructs.
Magic Stone
- (Transmutation)
- Level: Clr 1, Tempus 1
- Range: Sight of Caster
- Duration: 30 rounds
- Casting Time: 4
- Area of Effect: Special
- Saving Throw: None
By using this spell, the cleric temporarily enchants 3 small pebbles, which can be hurled at an opponent. Each stone is treated as a +1 magic weapon for purposes of what it can damage, and deals 1d6 + 1 crushing damage. Against undead, the damage is doubled to 2d6 + 2 crushing damage.
Protection from Evil
- (Abjuration)
- Level: Brd 1, Clr 1, Pal 1, Sor/Wiz 1, Ilmater 1, Helm 1
- Range: Touch
- Duration: 2 rounds/level
- Casting Time: 1
- Area of Effect: Creature touched
- Saving Throw: None
When this spell is cast, it creates a magical barrier around the recipient at a distance of one foot. The barrier moves with the recipient and has two major effects: first, all attacks made by evil or evilly enchanted creatures against the protected creature receive an attack bonus of - 2 to each attack roll, and second, any saving throws caused by such attacks are made by the protected creature with a +2 bonus.
Remove Fear
- (Abjuration)
- Level: Clr 1
- Range: Close
- Duration: 10 minutes
- Casting Time: 1
- Area of Effect: 30-foot radius
- Saving Throw: None
This spell instills courage within allies in the area of effect, yielding increased morale. Demoralized troops will once again regain their courage and return to battle. If the subject is suffering from a fear effect when receiving the spell, those effects will be removed. In addition, any person under the effects of Remove Fear will be immune to spells that cause fear for the duration of the spell.
Sanctuary
- (Abjuration)
- Level: Clr 1, Selune 1
- Range: Touch
- Duration: 1 round/level
- Casting Time: 6
- Area of Effect: 1 Creature
- Saving Throw: None
This spell prohibits enemies of the warded creature from taking offensive action against him. While protected by this spell, the subject cannot perform any action other than movement without breaking the spell's effects.
Summon Monster 1
- (Conjuration)
- Level: Brd 1, Clr 1, Sor/Wiz 1
- 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.
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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