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Level 1

Priest Spells, Level 1

Bless

Bless (Conjuration/Summoning)
Level: 1
Sphere: All
Range: Sight of Caster
Duration: 6 rounds
Casting Time: 1 round
Area of Effect: 25-foot radius
Saving Throw: None
Upon uttering the bless spell, the caster raises the morale of friendly creatures and any saving throw rolls they make against fear effects by + 1. Furthermore, it raises their attack dice rolls by +1. The caster determines at what range (up to 60 yards) he will cast the spell. At the instant the spell is completed, it affects all creatures in a 50-foot cube centered on the point selected by the caster (thus, affected creatures leaving the area are still subject to the spell's effect; those entering the area after the casting is completed are not).

Value: 100

 

Cause Light Wounds  (SPPR112)   New in Heart of Winter

Cause Light Wounds (Necromancy)
Statistics:
Level: 1
Sphere: Healing
Range: Touch
Duration: Permanent
Casting Time: 5
Area of Effect: 1 creature
Saving Throw: 1/2
When casting this spell and touching a creature, the priest deals 8 points of damage (save for half damage) to the creature's body. This spell has no affect on undead, constructs, or extraplanar creatures. Cause Light Wounds cannot be cast by good characters.

Value: 100

 

Command

Command (Enchantment/Charm)
Level: 1
Sphere: Charm
Range: Sight of Caster
Duration: 1 round
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: None
This spell enables the priest to command another creature to "die" (sleep) for a single round. At the end of the round the creature awakens and is unharmed.

Value: 100

 

Cure Light Wounds

Cure Light Wounds (Necromancy)
Level: 1
Sphere: Healing
Range: Touch
Duration: Permanent
Casting Time: 5
Area of Effect: 1 creature
Saving Throw: None
When casting this spell and laying his hand upon a creature, the priest heals 8 points of damage to the creature's body. This spell has no affect on undead or extraplanar creatures.

Value: 100

 

Curse

Curse (Conjuration/Summoning)
Level: 1
Sphere: All
Range: Sight of Caster
Duration: 6 rounds
Casting Time: 1 round
Area of Effect: 25-foot radius
Saving Throw: None
When the Curse spell is uttered, the caster lowers the morale of enemy creatures and penalizes their saving throws and attack rolls by -1. At the instant the spell is completed, it affects all creatures in a 50-foot cube centered on the point selected by the caster (thus, affected creatures leaving the area are still subject to the spell's effect; those entering the area after the casting is completed are not).

Value: 100

 

Detect Evil

Detect Evil (Divination)
Level: 1
Sphere: All
Range: Current Area
Duration: 1 turn
Casting Time: 1 round
Area of Effect: Sight of Caster
Saving Throw: None
This spell discovers emanations of evil from any creature. Any evil creature within the range of the spell will glow red briefly.

Value: 100

 

Entangle

Entangle (Alteration)
Level: 1
Sphere: Plant
Range: Sight of Caster
Duration: 1 turn
Casting Time: 4
Area of Effect: 20-foot radius
Saving Throw: Neg.
When this spell is cast, grasses, weeds, bushes, and even trees wrap, twist, and entwine about any creatures in the area of effect, holding them fast for the duration of the spell. A creature that rolls a successful saving throw vs. spell avoids entanglement. Entangled creature can still attack, even though they can't move.

Value: 100

 

Magic Stone

Magical Stone (Enchantment)
Level: 1
Sphere: Combat
Range: Sight of Caster
Duration: Special
Casting Time: 4
Area of Effect: Special
Saving Throw: None
By using this spell, the priest can temporarily enchant a small pebble, which is then hurled or slung at an opponent. The stone deals 3-12 damage to whomever it hits; if the creature is an undead creature it does 6-24 hit points of damage. The stone is considered a +1 weapon for determining if a creature can be struck (those struck only by magical weapons, for instance), although it does not have an attack or damage bonus.

Value: 100

 

Protection From Evil

Protection From Evil (Abjuration)
Level: 1
Sphere: Protection
Range: Touch
Duration: 3 rounds/level
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: None
When this spell is cast, a magical barrier forms around the recipient. It moves with the target and has two effects: first, the protected creature receives a +2 bonus to their Armor Class and a +2 to Saving Throws. Second of all, the creature becomes immune to charm-based spells or effects (Charm Person, Charm Person or Mammal, Domination, and so on).

Value: 100

 

Remove Fear

Remove Fear (Abjuration)
Level: 1
Sphere: Charm
Range: Sight of Caster
Duration: 1 turn
Casting Time: 1
Area of Effect: 30-foot radius
Saving Throw: None
The priest instills courage in the spell recipients, raising their morale to its highest. The recipient's morale will gradually reset to normal as the duration runs out. If the recipients are affected by magical fear, this is negated.

Value: 100

 

Sanctuary

Sanctuary (Abjuration)
Level: 1
Sphere: Protection
Range: Caster
Duration: 2 rounds + 1 round/level
Casting Time: 4
Area of Effect: Caster
Saving Throw: None
When the priest casts a Sanctuary spell, it causes all of his opponents to ignore his existence; as if he is invisible. While protected by this spell, the subject cannot take direct offensive action without breaking the spell, but may use non-attack spells or otherwise act in any way that does not violate the prohibition against offensive action. This allows a warded priest to heal wounds, for example, or to bless himself. He cannot cast spells on other creatures without ending the spell.

Value: 100

 

Shillelagh

Shillelagh (Alteration)
Level: 1
Sphere: Combat, Plant
Range: Caster
Duration: 4 rounds + 1 round/level
Casting Time: 2
Area of Effect: Caster
Saving Throw: None
This spell enables the caster to create a magical cudgel that is +1 to hit and inflicts 2-8 points of damage. This shillelagh uses the Staff Weapon Proficiency.

Value: 100

 

Sunscorch  (SPPR113)   New in Heart of Winter

Sunscorch (Invocation)
Statistics:
Level: 1
Sphere: Sun
Range: Sight of Caster
Duration: Instantaneous
Casting Time: 4
Area of Effect: 1 creature
Saving Throw: 1/2
When this spell is cast, a brilliant ray of scorching heat slants down from the sky and strikes one target of the caster's choice. The victim is allowed a saving throw vs. spell to take half damage. Any creature struck by the ray sustains 1d6 points of damage, plus 1 point per caster level. Undead creatures and monsters vulnerable to bright light sustain 1d6 points of damage, plus 2 points per level of the caster. In addition to sustaining damage, victims are also blinded for 3 rounds by the spell.

Value: 100

 

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Items & Spells
- Changes in Heart of Winter
- Protective Gear
    - Armor
    - Bracers, Gauntlets & Gloves
    - Helmets
    - Robes
    - Shields, Large
    - Shields, Medium
    - Shields, Small
- Equipment
    - Amulets, Necklaces & Talismans
    - Belts and Girdles
    - Boots
    - Cloaks & Mantles
    - Rings
- Weapons
    - Axes
    - Bows & Arrows
    - Clubs & Flails
    - Crossbows & Bolts
    - Daggers
    - Darts, Bullits & Slings
    - Halberts & Spears
    - Hammers
    - Maces & Morning Stars
    - Staves
    - Swords, Greater
    - Swords, Large
    - Swords, Short
    - Wands
- Priest Spells
    - *Level 1
    - Level 2
    - Level 3
    - Level 4
    - Level 5
    - Level 6
    - Level 7
- Mage Spells
    - Level 1
    - Level 2
    - Level 3
    - Level 4
    - Level 5
    - Level 6
    - Level 7
    - Level 8
    - Level 9
- Other Stuff
    - Bags & Cases
    - Books & Letters
    - Gems
    - Keys
    - Miscellaneous
    - Potions
- Abilities
    - Bard Abilities
    - Innate Abilities

Information about

Icewind Dale

Developer: Black Isle

SP/MP: Single + MP
Setting: Fantasy
Genre: RPG
Combat: Pausable Real-time
Play-time: 40-60 hours
Voice-acting: Partially voiced

Regions & platforms
North America
· Platform: PC
· Released: 2000-06-29
· Publisher: Interplay

More information