Level 3 Cleric Spells, Icewind Dale 2 IWD2


Level 3 Cleric Spells Icewind Dale 2


In Icewind Dale 2, the best Level 3 Cleric spells are Animate Dead, Blindness and Prayer.


Animate Dead


  • (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.

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