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Level 4 Cleric Spells, Icewind Dale 2 IWD2


Level 4 Cleric Spells Icewind Dale 2


In Icewind Dale 2, the best Level 4 Cleric spells are Freedom of Movement, Holy Power, Recitation and Restoration.


Cloak of Fear


  • (Conjuration)
  • Level: Clr 4, Bane 4
  • Range: Caster
  • Duration: 3 rounds
  • Casting Time: 6
  • Area of Effect: Caster
  • Saving Throw: Will negates

Cloak of Fear bestows the caster with an aura of fear in a 5-foot radius.  All creatures that enter the cloak's area of effect must make a Will save or flee in panic for 1 turn, and must continue to make Will saves twice a round as long as they are in the cloak of fear's area of effect.  The aura does not affect undead creatures.


Cloud of Pestilence


  • (Transmutation) [Evil]
  • Level: Clr 4
  • Range: Sight of Caster
  • Duration: 4 rounds
  • Casting Time: 7
  • Area of Effect: 20-foot radius
  • Saving Throw: Fortitude negates

This spell transforms the air in a 20-foot radius into sickening, grayish mists.  The caster and non-living creatures are immune to the effects of the cloud.  Every round of exposure to the disease-ridden air causes the loss of 3 points of strength and dexterity, 3 points of damage, and blindness. Creatures within the afflicted area must make a Fortitude save every round to avoid the debilitating effects of the cloud. The effects will last 1 turn.  Cloud of Pestilence can only be cast by evil characters.


Cure Critical Wounds


  • (Conjuration)
  • Level: Brd 4, Clr 4, Drd 5
  • Range: Touch
  • Duration: Instantaneous
  • Casting Time: 8
  • Area of Effect: 1 creature
  • Saving Throw: None

When casting this spell and laying his hand upon a creature, the cleric heals 4d8 points of damage +1 point per caster level (up to +20) to the creature's body.


Death Ward


  • (Necromancy)
  • Level: Clr 4, Drd 5, Pal 4, Helm 4
  • Range: Touch
  • Duration: 10 minutes / level
  • Casting Time: 1 round
  • Area of Effect: 1 creature
  • Saving Throw: None

This spell protects the target from all forms of death magic for the duration of the spell.  This includes but is not limited to Power Word Kill, Death Spell and Finger of Death.


Defensive Harmony


  • (Enchantment) [Lawful]
  • Level: Clr 4, Pal 4, Helm 4
  • Range: Caster
  • Duration: 6 rounds
  • Casting Time: 1
  • Area of Effect: 10-foot radius
  • Saving Throw: None

Defensive Harmony allows a group of creatures to act as a single unit for a single battle or encounter, enhancing the coordination of their attacks and tactics.  This effect is always centered on the caster but affects all those within a 10-foot radius.  The affected can move outside of this area after the spell is cast and still enjoy the benefits of harmony.  While the spell is in effect, each affected creature gains a +4 deflection armor bonus.  This lasts for 6 rounds or until successfully dispelled.


Dismissal


  • (Abjuration)
  • Level: Brd 4, Clr 4, Sor/Wiz 5, Helm 5
  • Range: Sight of Caster
  • Duration: Instantaneous
  • Casting Time: 1
  • Area of Effect: 1 creature
  • Saving Throw: Will negates

Upon completion of this spell the target summoned creature must make a Will save or be returned to the place it came from. The creatures Hit Dice is added to his Will save, while the caster's level is subtracted from it.  This spell has no effect on creatures that are not summoned.


Freedom of Movement


  • (Abjuration)
  • Level: Clr 4, Drd 4, Pal 4, Rgr 4
  • Range: Touch
  • Duration: 10 rounds / level
  • Casting Time: 7
  • Area of Effect: 1 creature
  • Saving Throw: None

This spell gives the affected creature an immunity to magic that impedes movement (such as Grease, Web or Slow spells) and negates the effects of paralysis and hold spells.


Giant Vermin


  • (Transmutation)
  • Level: Clr 4, Drd 4, Rgr 4
  • Range: Sight of Caster
  • Duration: 10 rounds / level
  • Casting Time: 7
  • Area of Effect: Special
  • Saving Throw: None

This spell summons a small insect to the caster, then enlarges it to giant size, creating a fearsome ally. The strength and kind of the insects varies according to the caster's level; the higher level the caster, the stronger the insect that is summoned.


Holy Power


  • (Evocation)
  • Level: Clr 4, Pal 4, Ilmater 5
  • Range: None
  • Duration: 1 round/level
  • Casting Time: 6
  • Area of Effect: Caster
  • Saving Throw: None

Through this spell, the caster channels the power of his god throughout his entire being, amplifying the damage done by his attacks.  The caster gains a +4 damage bonus for the duration of the spell.


Inflict Critical Wounds


  • (Necromancy)
  • Level: Clr 4
  • Range: Touch
  • Duration: Special
  • Casting Time: 8
  • 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 4d8 + 1 point per level of the caster of magic damage (maximum of 4d8 +20).  This spell has no affect on undead or constructs.


Neutralize Poison


  • (Conjuration)
  • Level: Brd 4, Clr 4, Drd 3, Pal 4, Rgr 3
  • Range: Touch
  • Duration: Instantaneous
  • Casting Time: 1
  • Area of Effect: 1 creature
  • Saving Throw: None

When this spell is placed upon a poisoned individual, it immediately neutralizes any poison. 


Poison


  • (Necromancy)
  • Level: Clr 4, Drd 3
  • Range: Touch
  • Duration: 20 seconds
  • Casting Time: 7
  • Area of Effect: 1 creature
  • Saving Throw: Fortitude negates

This spell grants the caster the ability to touch a creature and instantly poison them.  The poison deals 20 points of damage over 20 seconds, then dissipates from the target's body.  A successful Fortitude save negates any effect.


Protection from Lightning


  • (Abjuration)
  • Level: Clr 4, Drd 4, Rgr 3, Sor/Wiz 4
  • Range: Touch
  • Duration: 5 rounds/level
  • Casting Time: 7
  • Area of Effect: 1 creature
  • Saving Throw: None

This spell grants a 6/- electricity resistance bonus to the target creature that lasts for the duration of the spell.


Recitation


  • (Conjuration)
  • Level: Clr 4, Pal 4, Tempus 4
  • Range: Caster
  • Duration: 1 round/level
  • Casting Time: 7
  • Area of Effect: 60-foot radius
  • Saving Throw: None

By reciting a sacred passage or declaration, the caster invokes his deity's blessing upon himself and his allies, while sowing confusion and weakness among his enemies. The caster's allies gain a +2 bonus to their attack and saving throws, and enemies of the caster receive a -2 penalty to their attacks and saving throws.


Restoration


  • (Conjuration)
  • Level: Clr 4
  • Range: Touch
  • Duration: Instantaneous
  • Casting Time: 2
  • Area of Effect: 1 creature
  • Saving Throw: None

This spell restores levels lost due to energy drain and dispels any effects that reduce ability scores, including but not limited to feeblemind, contagion, and enfeeblement.


Summon Monster 4


  • (Conjuration)
  • Level: Brd 4, Clr 4, Sor/Wiz 4
  • 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.


Unholy Blight


  • (Evocation) [Evil]
  • Level: Clr 4, Mask 5
  • Range: Medium
  • Duration: Instantaneous
  • Casting Time: 3
  • Area of Effect: 20-foot radius
  • Saving Throw: Fortitude partial

This spell calls upon unholy power to smite your enemies.  Any creatures of good alignment within the area of effect take 1d8 damage (maximum 5d8) per two caster levels and nauseates them for 1d4 rounds, which gives them a -2 to their attack bonus, AC, and saving throws.  A successful Fortitude save reduces damage to half and negates the nauseating effect.  Neutral creatures take half damage and are not sickened.

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