Level 6 Cleric Spells, Icewind Dale 2 IWD2


Level 6 Cleric Spells Icewind Dale 2


In Icewind Dale 2, the best Level 6 Cleric spells are Harm and Heal.


Banishment


  • (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.

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