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.
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.
- (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 3 Cleric Spells Icewind Dale 2
In Icewind Dale 2, the best Level 3 Cleric spells are Animate Dead, Blindness and Prayer.
- (Necromancy)
- Level: Clr 3, Sor/Wiz 5, Tempus 3
- Range: Sight of Caster
- Duration: Instantaneous
- Casting Time: 1 round
- Area of Effect: Special
- Saving Throw: None
This spell brings forth a long-dead skeleton or zombie from deep within the earth and reanimates it to serve the caster. The higher the level of the caster, the more powerful the skeleton or zombie summoned by this spell.
At higher levels, the Zombie Lords and Festering Drowned Dead summoned by this spell have powerful supernatural auras. The effects of their auras may harm your own party members if they fall within the area of affect.
- (Transmutation)
- Level: Brd 2, Clr 3, Sor/Wiz 2, Mask 2
- Range: Sight of Caster
- Duration: 8 hours
- Casting Time: 2
- Area of Effect: 1 creature
- Saving Throw: Fortitude negates
This spell blinds one creature. Blind creatures are at a significant disadvantage in combat, with a -2 penalty to AC, no AC bonus from dexterity, and attacks by the blind creature are 50% likely to outright miss (all opponents have full concealment).
Circle of Bones
- (Necromancy)
- Level: Clr 3
- Range: Caster
- Duration: 3 rounds
- Casting Time: 3
- Area of Effect: 3-foot radius
- Saving Throw: None
This spell conjures forth a barrier of floating bones that spin rapidly around the caster. Anyone entering their path takes 1d6 bludgeoning damage and 1d6 slashing damage per round. The caster cannot move for the duration of the spell.
Contagion
- (Necromancy)
- Level: Clr 3, Drd 3, Sor/Wiz 4
- Range: Sight of Caster
- Duration: Permanent
- Casting Time: 4
- Area of Effect: 1 creature
- Saving Throw: Fortitude negates
This spell causes a major disease and weakness in a creature. The afflicted individual is immediately stricken with painful and distracting symptoms: boils, blotches, lesions, seeping abscesses, and so on. Strength, Dexterity, and Charisma are reduced by 2. The afflicted creature is also slowed. These effects persist until the character receives a remove disease spell. A Fortitude save will negate the effects.
Cure Serious Wounds
- (Conjuration)
- Level: Brd 3, Clr 3, Drd 4, Pal 4, Rgr 4, Ilmater 3
- Range: Touch
- Duration: Instantaneous
- Casting Time: 7
- Area of Effect: 1 creature
- Saving Throw: None
When casting this spell and laying his hand upon a creature, the cleric heals 3d8 points of damge + 1 point per caster level (up to +15) to the creature's body.
Dispel Magic
- (Abjuration)
- Level: Brd 3, Clr 3, Drd 4, Pal 3, Sor/Wiz 3, Oghma 3
- Range: Sight of Caster
- Duration: Instantaneous
- Casting Time: 3
- Area of Effect: 15-foot radius
- Saving Throw: Will negates
A Dispel Magic spell removes magical effects upon anyone within the area of effect. This includes the effects of spells, potions and magical items. It does not, however, affect magical items themselves. Enemy creatures are allowed a Will save to resist, friendly creatures are automatically affected.
Exaltation
- (Abjuration)
- Level: Clr 3, Helm 3
- Range: Touch
- Duration: 10 rounds
- Casting Time: 1 round
- Area of Effect: 1 creature
- Saving Throw: None
This spell enables a cleric to aid and protect any one being other than the cleric. By touch, the caster removes the effects of fear, sleep, feeblemindedness, unconsciousness, intoxication, as well as berserk, confused, and hopeless states of mind. In addition, the recipient is protected against spells and other attacks that cause these effects for the duration of the spell.
Glyph of Warding
- (Abjuration)
- Level: Clr 3, Helm 3
- Range: Sight of Caster
- Duration: Special
- Casting Time: 1 round
- Area of Effect: Special
- Saving Throw: Reflex negates
A Glyph of Warding is a powerful inscription, magically drawn to prevent unauthorized or hostile creatures from passing, entering, or opening. It can be used to guard a small bridge, to ward an entry, or as a trap on a chest or box. Any creature violating the warded area sets off the glyph. A successful Reflex save enables the creature to escape the effects, but if the save is failed, the glyph deals 1-4 points of electrical damage/level of the caster to the victim.
Halt Undead
- (Necromancy)
- Level: Clr 3
- Range: Sight of Caster
- Duration: 2 rounds/level
- Casting Time: 3
- Area of Effect: 20-foot radius
- Saving Throw: Will negates
This spell halts 1d4 undead creatures in the area of effect if they fail a Will save.
Ice Blade
- (Evocation)
- Level: Clr 3, Drd 3
- Range: Caster
- Duration: 4 rounds + 1 round/level
- Casting Time: 4
- Area of Effect: Caster
- Saving Throw: Reflex
This spell creates a segment of deep chilling cold that springs forth from the casters hand, taking the shape of a scimitar and wielded as one. Attacks with the Ice Blade are melee touch attacks. The blade deals 1d8 + 6 cold damage and the victim must make a Reflex save or be slowed for 2 rounds. The Ice Blade does not gain the caster's strength bonus to damage because it is immaterial.
Inflict Serious Wounds
- (Necromancy)
- Level: Clr 3
- 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 3d8 + 1 point per caster level of magic damage (maximum 3d8 + 15). This spell has no affect on undead or constructs.
Invisibility Purge
- (Divination)
- Level: Clr 3
- Range: Personal
- Duration: Instantaneous
- Casting Time: 8
- Saving Throw: None
Any invisible creatures within 20' have their invisibility dispelled. This includes creatures that are in Sanctuary, Improved Invisibility, Shadow Door invisibility, misled, etc.
Magic Circle Against Evil
- (Abjuration) [Good]
- Level: Brd 3, Clr 3, Pal 3, Sor/Wiz 3, Ilmater 3
- Range: Touch
- Duration: 10 rounds / level
- Casting Time: 7
- Area of Effect: 10-foot radius
- Saving Throw: None
When this spell is cast, all creatures within a 10' radius are affected individually by Protection from Evil, giving them +2 to deflection bonus to AC, +2 to Saving Throws and immunity to all control based spells against attack from evil creatures.
Miscast Magic
- (Enchantment)
- Level: Clr 3
- Range: Sight of Caster
- Duration: 10 rounds
- Casting Time: 5
- Area of Effect: 1 creature
- Saving Throw: Will negates
Any spell casting creature that is affected by this spell has its casting ability severely disabled. When the creature attempts to cast a spell, it has an 50% chance of failure. Creatures can Will save to avoid the effect, but do so at -2.
Negative Energy Protection
- (Abjuration)
- Level: Clr 3, Lathander 3
- Range: Touch
- Duration: 1 round/level
- Casting Time: 1 round
- Area of Effect: 1 creature
- Saving Throw: None
This spell employs positive energy to ward off the effects of negative energy from attacks such as those employed by wights, spectres and vampires. The target creature is immune to energy drain for the duration of the spell.
Prayer
- (Conjuration)
- Level: Clr 3, Pal 3, Tempus 3
- Range: Caster
- Duration: 1 round/level
- Casting Time: 6
- Area of Effect: 60-foot radius
- Saving Throw: None
Prayer bestows favor on the caster and his allies, and curses their enemies. All attacks, damage, and saving throws by friendly characters gain +1, while enemy attacks, damage rolls and saves are all penalized by 1. Any creatures caught in the area of effect when the spell is cast will continue to be affected by the spell when they leave the area, so if the fighters want to chase down that fleeing goblin, the effects of the Prayer will last for the duration of the spell.
Protection from Fire
- (Abjuration)
- Level: Clr 3, Drd 3, Rgr 2, Sor/Wiz 3, Selune 3
- Range: Touch
- Duration: Special
- Casting Time: 3
- Area 'of Effect: Creature touched
- Saving Throw: None
The effect of a Protection from Fire spell differs according to the recipient of the magic - either the caster or some other creature. In either case, the spell lasts no longer than one turn per caster level. When the spell is cast it confers complete invulnerability to normal fires (torches, bonfires, oil fires, and the like) and to exposure to magical fires such as fiery dragon breath, spells such as Burning Hands, Fireball, Fire Seeds, Fire Storm, Flame Strike, Meteor Swarm, hell hound or pyrohydra breath, etc., absorbing 50% of all the damage dealt by such magical sources. When cast upon the caster the protection from magical fires is 75% as opposed to 50%.
Remove Curse
- (Abjuration)
- Level: Brd 3, Clr 3, Sor/Wiz 4
- Range: Touch
- Duration: Permanent
- Casting Time: 6
- Area of Effect: Special
- Saving Throw: None
Upon casting this spell, the caster is usually able to remove a curse on an object, on a person, or in the form of some undesired sending or evil presence. Note that the Remove Curse spell does not remove the curse from a cursed shield, weapon, or suit of armor, for example, although the spell typically enables the person afflicted with any such cursed item to get rid of it. Certain special curses may not be countered by this spell, or may be countered only by a caster of a certain level or more.
Remove Disease
- (Abjuration)
- Level: Brd 3, Clr 3, Drd 3, Rgr 3
- Range: Touch
- Duration: Instantaneous
- Casting Time: 1 round
- Area of Effect: 1 creature
- Saving Throw: None
When this spell is placed on a diseased individual, it immediately cures them and restores 5 lost hit points.
Rigid Thinking
- (Enchantment)
- Level: Clr 3, Bane 3
- Range: Sight of Caster
- Duration: 1 round/level
- Casting Time: 5
- Area of Effect: 1 creature
- Saving Throw: Will negates
The target of this spell must make a Will save or randomly wander, attack the nearest person, or stand confused.
Strength of One
- (Transmutation)
- Level: Clr 3, Pal 3
- Range: Caster
- Duration: 7 rounds
- Casting Time: 3
- Area of Effect: 25-foot radius
- Saving Throw: None
When this spell is cast, all allies in the area of effect are granted a +3 strength bonus for the duration of the spell.
Summon Monster 3
- (Conjuration)
- Level: Brd 3, Clr 3, Sor/Wiz 3
- 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 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.
- (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.
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.
Level 6 Cleric Spells Icewind Dale 2
In Icewind Dale 2, the best Level 6 Cleric spells are Harm and Heal.
- (Abjuration)
- Level: Clr 6, Sor/Wiz 7, Helm 9
- Range: Sight of Caster
- Duration: Instantaneous
- Casting Time: 1
- Area of Effect: 15-foot radius
- Saving Throw: Will negates
Upon completion of this spell, all summoned creatures in the area of effect must make a Will save or be returned to the place they came from. This spell has no effect on creatures that are not summoned.
Circle of Blades
- (Evocation)
- Level: Clr 6, Pal 6, Helm 6, Tempus 6
- Range: Caster
- Duration: 2 rounds
- Casting Time: 9
- Area of Effect: 3-foot radius
- Saving Throw: Reflex half
This spell conjures forth a wall of circling, razor-sharp blades that whirl and flash around the caster, creating an immobile barrier. Any creature attempting to pass through the blade barrier suffers 8d8 points of damage, with a successful Reflex save for half damage. The caster is immobile for the duration of the spell.
Divine Shell
- (Abjuration)
- Level: Clr 6, Pal 6, Selune 6
- Range: Caster
- Duration: 1 round/level
- Casting Time: 9
- Area of Effect: Caster
- Saving Throw: None
When cast, this spell surrounds the caster with a defensive maelstrom of energy that blocks or deflects many attacks. This gives the caster a +6 deflection bonus to AC and a 10/- point damage reduction to most attack forms: electricity, fire, cold, and acid. It also gives the caster +2 to all of his/her saving throws and immunity to all missile-based attacks.
Dolorous Decay
- (Necromancy)
- Level: Clr 6
- Range: Sight of Caster
- Duration: 10 rounds
- Casting Time: 9
- Area of Effect: 1 creature
- Saving Throw: Fortitude negates
Dolorous decay is a rotting and withering of the body that spreads quickly and painfully throughout the afflicted creature. Afflicted creatures take 1 point of damage per second (up to a maximum of 60 points of damage) and are slowed for the duration of the spell. The target creature can resist the disease with a successful Fortitude save at a -2 penalty.
Harm
(Necromancy)
Level: Clr 6, Drd 7, Ilmater 6
Range: Touch
Duration: Special
Casting Time: 1 round
Area of Effect: 1 creature
Saving Throw: Fortitude negates
This spell imbues the caster's hands with destructive negative energy that will release when a successful touch attack is made. This attack deals magic damage equal to all but 1d4 of the target's current hit points. This spell has no affect on undead or constructs.
Heal
- (Conjuration)
- Level: Clr 6, Drd 7, Lathander 6
- Range: Touch
- Duration: Instantaneous
- Casting Time: Instant
- Area of Effect: 1 creature
- Saving Throw: None
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. There is no effect when used on the Undead.
Planar Ally: Earth Elemental
- (Conjuration)
- Level: Clr 7, Selune 8
- Range: Sight of Caster
- Duration: 3 rounds + 1 round/level
- Casting Time: 1 round
- Area of Effect: Special
- Saving Throw: None
This spell allows the caster to summon a 16 Hit Dice elemental from the Elemental Plane of Earth. The spell's name is somewhat misleading; the elemental is initially hostile to the caster. Any creature not under the effects of Protection from Evil will be subject to the elemental's attacks.
Planar Ally: Fire Elemental
- (Conjuration)
- Level: Clr 6, Selune 8
- Range: Sight of Caster
- Duration: 3 rounds + 1 round/level
- Casting Time: 1 round
- Area of Effect: Special
- Saving Throw: None
This spell allows the caster to summon a 16 Hit Dice elemental from the Elemental Plane of Fire. The spell's name is somewhat misleading; the elemental is initially hostile to the caster. Any creature not under the effects of Protection from Evil will be subject to the elemental's attacks.
Sol's Searing Orb
- (Evocation)
- Level: Clr 6, Drd 6, Rgr 6
- Range: Sight of Caster
- Duration: Instantaneous
- Casting Time: 6
- Area of Effect: 1 creature
- Saving Throw: Fortitude half
Upon completion of this spell the caster hurls a brilliant, blazing sphere at a target creature. When it hits it explodes in a flash of light, blinding the target creature and dealing 6d12 points of fire damage. A successful Fortitude save avoids the blindness and halves the damage. Drow and gray dwarves must make their Fortitude against blindness at a -4 penalty. Undead creatures are particularly vulnerable to this spell and take double damage.
Summon Monster 6
- (Conjuration)
- Level: Brd 6, Clr 6, Sor/Wiz 6
- 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 7 Cleric Spells Icewind Dale 2
In Icewind Dale 2, the best Level 7 Cleric spells are Destruction and Greater Restoration.
- (Conjuration) [Evil]
- Level: Clr 7, Mask 8
- Range: Caster
- Duration: Instantaneous
- Casting Time: 1
- Area of Effect: 30-foot radius
- Saving Throw: None
When uttered, this spell turns the cleric into a bridge between his god and the Prime Material Plane, allowing him to funnel magical energy to smite all creatures of non-evil alignment in the area of effect. The effects differ according to the target's level:
- Less than 4 - Death
- 4 to 7 - Stunned for 10 rounds
- 8 to 11 - Loses 7 Str for 5 rounds and stunned for 1 round
- 12 and up - Stunned for 1 round
There is no saving throw, and the effects last for the duration of the spell or until dispelled. This spell may only be cast by evil characters.
Destruction
- (Necromancy)
- Level: Clr 7, Talos 7
- Range: Close
- Duration: Special
- 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 destroy a target, blasting it into small chunks. A Fortitude saving throw is allowed and if successful the target takes 10d6 magic damage instead of being destroyed. This spell has no affect on undead or constructs. Note that a character struck with a Destruction spell cannot be raised from the dead with a Raise Dead or Resurrection spell.
Elemental Barrier
- (Abjuration)
- Level: Clr 7, Drd 7, Sor/Wiz 7
- Range: Touch
- Duration: 1 round/level
- Casting Time: 7
- Area 'of Effect: 1 creature
- Saving Throw: None
This spell confers damage resistance of 15/- to acid, fire, cold and electrical damage. This effect lasts for the duration of the spell or until dispelled.
Greater Restoration
- (Necromancy)
- Level: Clr 7, Lathander 7
- Range: Touch
- Duration: Instantaneous
- Casting Time: 3
- Area of Effect: 1 creature
- Saving Throw: None
This spell will cure a creature of all of the following ailments: energy drain, feeblemind, any form of insanity such as confusion or berserk states of mind, charm, domination, hopelessness, despair, panic, and artificially induced sleep.
Greater Shield of Lathander
- (Conjuration)
- Level: Clr 7
- Range: Touch
- Duration: 3 rounds
- Casting Time: 1 round
- Area of Effect: 1 creature
- Saving Throw: None
This spell grants a target spell resistance of +40 and a damage reduction of 30/- to all forms of damage for the duration of the spell.
Holy Word
- (Conjuration) [Good]
- Level: Clr 7, Ilmater 7
- Range: Caster
- Duration: Special
- Casting Time: 1
- Area of Effect: 30-foot radius
- Saving Throw: None
When uttered, this spell turns the cleric into a bridge between his god and the Material Plane, allowing him to funnel magical energy to smite all creatures of non-good alignment in the area of effect. The effects differ according to the target's level:
- Less than 4 - Death
- 4 to 7 - Stunned for 10 rounds
- 8 to 11 - Loses 7 Str for 5 rounds and stunned for 1 round
- 12 and up - Stunned for 1 round
There is no saving throw, and the effects last for the duration of the spell or until dispelled. This spell may only be cast by good characters.
Impervious Sanctity of Mind
- (Abjuration)
- Level: Clr 7, Ilmater 7, Helm 7
- Range: Caster
- Duration: 10 rounds
- Casting Time: 1 round
- Area of Effect: Caster
- Saving Throw: None
This spell steels the caster's mind against any outside influence. Charm, Command, Confusion, Dominate Person, Fear, Feeblemind, Hold, Sleep, Hopelessness and any psionic attack directed at the caster will fail as long as this spell is in effect.
Resurrection
- (Conjuration)
- Level: Clr 7, Lathander 8
- Range: Touch
- Duration: Instantaneous
- Casting Time: 10 rounds
- Area of Effect: 1 creature
- Saving Throw: None
As Raise Dead, except you are able to restore life and complete strength to a deceased character. The deceased character must be in the party for the spell to work. Upon completion of the spell, the creature is immediately restored to full hit points, vigor and health. The ordeal however causes the character to lose one level during the process.
Note that when this spell is inscribed on a scroll, its power and range is diminished. A scroll of Resurrection only works when invoked at the place where the target died; if the caster leaves the area and attempts to resurrect his companion, the scroll will not work.
Summon Monster 7
- (Conjuration)
- Level: Clr 7, Sor/Wiz 7, Tempus 7
- 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 Word
- (Conjuration) [Evil]
- Level: Clr 7, Mask 8
- Range: Caster
- Duration: Special
- Casting Time: 1
- Area of Effect: 30-foot radius
- Saving Throw: None
When uttered, this spell turns the priest into a bridge between his god and the Prime Material Plane, allowing him to funnel magical energy to smite all creatures of good and neutral alignment in the area of effect. The effects differ according to the target's level:
- Less than 4 - Death
- 4 to 7 - Stunned for 1 turn
- 8 to 11 - Slowed for 1 turn with a 75% chance of spell failure
- 12 and up - Deafened for 1 turn with 50% chance of spell failure
There is no saving throw, and the effects last for the duration of the spell or until dispelled.
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.
- (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.
Level 9 Cleric Spells Icewind Dale 2
In Icewind Dale 2, the best Level 9 Cleric spell is Gate.
- (Conjuration)
- Level: Clr 9, Sor/Wiz 9, Bane 7
- Range: Sight of Caster
- Duration: 33 rounds
- Casting Time: 5
- Area of Effect: Special
- Saving Throw: None
By means of this spell, the caster calls an outer planar creature to attack his foes and himself if he's not careful. Any creature not under the effects of Protection from Evil will be subject to the demon's attacks. If the caster fails to protect himself in this manner, the demon will tear the caster and his companions apart, piece by piece and then feast on the remains.
Summon Monster IX
- (Conjuration)
- Level: Clr 9, Sor/Wiz 9
- 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.
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