Level 2 Cleric Spells, Icewind Dale 2 IWD2


Level 2 Cleric Spells Icewind Dale 2


In Icewind Dale 2, the best Level 2 Cleric spells are Aid, Chant and Draw Upon Holy Might.


Aid


  • (Enchantment)
  • Level: Clr 2, Ilmater 2
  • Range: Touch
  • Duration: 10 rounds/level
  • Casting Time: 5
  • Area of Effect: 1 creature
  • Saving Throw: None

The recipient of this spell gains +1 attack bonus, +1 to saving throws, and 8 temporary hit points for the duration of the spell.  These bonus hit points can exceed a character's maximum hit points.


Bull's Strength


  • (Transmutation)
  • Level: Brd 2, Clr 2, Pal 2, Sor/Wiz 2, Lathander 2
  • Range: Touch
  • Duration: 1 hour/level
  • Casting Time: 1 round
  • Area of Effect: 1 creature
  • Saving Throw: None

This spell grants the target creature a 1d4 + 1 strength bonus for the duration of the spell.


Chant


  • (Conjuration)
  • Level: Clr 2, Tempus 2
  • Range: Caster
  • Duration: 10 rounds
  • Casting Time: 1 round
  • Area of Effect: 30-foot radius
  • Saving Throw: None

By means of the Chant spell, the cleric brings special favor upon himself and his party, and causes harm to his enemies.  When the Chant spell is completed, all the cleric's allies in the area of effect gain +1 to attack, damage, and saving throws, while the cleric's enemies suffer a -1 penalty to their attacks, damage and saves.  Multiple Chants are not cumulative.  This spell requires a moderate amount of concentration by the caster, so the cleric cannot cast any spells for the Chant's duration, and his movement is slowed by half.


Cure Moderate Wounds


  • (Conjuration)
  • Level: Brd 2, Clr 2, Drd 3, Pal 3, Rng 3
  • 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 creature, the cleric heals 2d8 + 1 point/level of damage (maximum 2d8 + 10) to the creature's body.


Delay Poison


  • (Conjuration)
  • Level: Brd 2, Clr 2, Drd 2, Pal 2, Rgr 1
  • Range: Touch
  • Duration: Instantaneous
  • Casting Time: 1
  • Area of Effect: 1 creature
  • Saving Throw: None

This spell will drastically slow the effects of poisons in a poisoned creature, increasing its chances of survival so there is time to find curative magic at a temple or from some other healers.  This spell will also sober up a character that has drunken himself into a stupor.


Draw Upon Holy Might


  • (Evocation)
  • Level: Clr 2, Pal 2, Tempus 2
  • Range: Caster
  • Duration: 10 rounds
  • Casting Time: 2
  • Area of Effect: Caster
  • Saving Throw: None

The caster calls upon his god to grant him power for a short period.  When he does this his strength, constitution and dexterity all are raised by 1 point for every 3 levels of the caster.  A third level caster would have his abilities raised by 1, while a 12th level caster would have all his abilities raised by 4.


Find Traps


  • (Divination)
  • Level: Clr 2, Oghma 3
  • Range: Sight of Caster
  • Duration: 10 rounds
  • Casting Time: 5
  • Area of Effect: Caster
  • Saving Throw: None

This spell imbues the caster with a heightened awareness for danger around him or her.  For the duration, he or she gains a +4 bonus to his or her Search skill.


Hold Person


  • (Enchantment)
  • Level: Brd 2, Clr 2, Sor/Wiz 3, Helm 2
  • Range: Sight of Caster
  • Duration: 1 round/level
  • Casting Time: 3
  • Area of Effect: Special
  • Saving Throw: Will negates

This spell holds 1-4 humans, demihumans, or humanoid creatures immobile for five rounds or longer. The Hold Person spell affects any bipedal human, demihuman, or humanoid of man size or smaller, including dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, lizard men, orcs, troglodytes, and others. Thus, a 10th-level fighter could be held, while an ogre could not. The effect selects the enemies closest to the target and holds them. Enemies making their Will saves are totally unaffected by the spell. Undead creatures cannot be held. Held creatures cannot move or speak, but they remain aware of events around them and can use abilities not requiring motion or speech. Being held does not prevent the worsening of the subject's condition due to wounds, disease, or poison.  A successful Will save negates any effect.


Inflict Moderate Wounds


  • (Necromancy)
  • Level: Clr 2
  • 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 2d8 + 1 point per caster level of magic damage (maximum of 2d8 +10).  This spell has no effect on undead or constructs.


Minor Elemental Barrier


  • (Abjuration)
  • Level: Clr 2, Drd 2, Pal 2, Rgr 1, Sor/Wiz 2, Ilmater 1
  • Range: Touch
  • Duration: 1 round/level
  • Casting Time: 5
  • Area of Effect: 1 creature
  • Saving Throw: None

This spell toughens the target creature's body to withstand fire and cold, granting a 4/- fire and cold resistance bonus for the duration of the spell.


Remove Paralysis


  • (Conjuration)
  • Level: Clr 2, Pal 2
  • Range: Close
  • Duration: Permanent
  • Casting Time: 6
  • Area of Effect: 25' Radius
  • Saving Throw: None

The caster can free creatures from the effects of any paralyzation or related magic (such as a ghoul touch, or a Hold Person spell). The spell does not restore ability scores reduced by penalties, damage, or loss.


Silence


  • (Illusion)
  • Level: Brd 2, Clr 2, Bane 2
  • Range: Sight of Caster
  • Duration: 2 rounds/level
  • Casting Time: Instant
  • Area of Effect: 15-ft.-radius
  • Saving Throw: Will negates

Upon casting this spell, silence prevails in the affected area.  If cast upon an unwilling creature, the creature can make a Will save to negate the spell's effects.


Spell Shield


  • (Abjuration)
  • Level: Clr 2, Helm 2
  • Range: Sight of Caster
  • Duration: 5 rounds
  • Casting Time: 2
  • Area of Effect: 1 creature
  • Saving Throw: None

This spell grants a +3 bonus to Will saves for the duration of the spell.


Spiritual Weapon


  • (Evocation)
  • Level: Clr 2
  • Casting Time: 5
  • Range: Caster
  • Duration: 1 round/level
  • Saving Throw: None

By calling upon his deity, the caster brings into existence a magical hammer which may be used as a weapon.  This hammer is composed of pure force and can be used to strike targets from a safe distance, dealing 1d8 bludgeoning damage per strike.


Summon Monster 2


  • (Conjuration)
  • Level: Brd 2, Clr 2, Sor/Wiz 2
  • 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.

Level 1 Cleric Spells IWD2Level 4 Cleric Spells IWD2Level 7 Cleric Spells IWD2
Level 2 Cleric Spells IWD2Level 5 Cleric Spells IWD2Level 8 Cleric Spells IWD2
Level Cleric 3 Spells IWD2Level 6 Cleric Spells IWD2Level 9 Cleric Spells IWD2

Icewind Dale 2Abilities IWD2Races IWD2Classes IWD2Wizard Spells IWD2
Icewind Dale 2 WalkthroughSkills IWD2Feats IWD2Party IWD2Cleric Spells IWD2

No comments:

Post a Comment

Note: only a member of this blog may post a comment.