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Level 2

Priest Spells, Level 2

Aid

Aid (Necromancy, Conjuration)
Level: 2
Sphere: Necromantic
Range: Touch
Duration: 1 round + 1 round/level
Casting Time: 5
Area of Effect: 1 creature
Saving Throw: None
The recipient of this spell gains the benefit of a Bless spell (+1 to attack rolls and saving throws) and 1-8 bonus hit points for the duration of the spell. These bonus hit points can exceed a character's maximum hit points, but the bonus hit points are lost when the recipient takes damage; they cannot be regained by curative magic.

Value: 200

 

Alicorn Lance  (SPPR216)   New in Heart of Winter

Alicorn Lance (Invocation)
Statistics:
Level: 2
Sphere: Combat
Range: Sight of Caster
Duration: Instantaneous
Casting Time: 5
Area of Effect: 1 creature
Saving Throw: 1/2
This spell creates a silver-hued, partially ethereal lance shaped in the form of an alicorn (a unicorn horn). The spellcaster chooses a target and the alicorn lance instantaneously fires at it, inflicting 3d6 points of piercing damage, with a saving throw for half damage. Although the alicorn lance dissipates after it strikes, it leaves a silvery radiance around the target that makes it easier to see and hit, giving it a -2 penalty to its AC for 3 rounds.

Value: 200

 

Barkskin

Barkskin (Alteration)
Level: 2
Sphere: Protection, Plant
Range: Touch
Duration: 4 rounds + 1 round/level
Casting Time: 5
Area of Effect: 1 creature
Saving Throw: None
Barkskin causes a creature's skin to become as tough as bark, increasing its base Armor Class to AC 6, plus 1 AC for every four levels of the priest: Armor Class 5 at 4th level, Armor Class 4 at 8th, and so on. In addition, saving throw rolls vs. all attack forms except magic gain a +1 bonus.

Value: 200

 

Beast Claw  (SPPR217)   New in Heart of Winter

Beast Claw (Alteration)
Statistics:
Level: 2
Sphere: Combat
Range: Caster
Duration: 1 turn
Casting Time: 5
Area of Effect: Caster
Saving Throw: None
This spell transforms the caster's arms into the claws of a mighty beast, giving the caster 18/72 strength and the ability to rake an opponent for 2d4 (+ strength bonus) points of slashing damage. The caster can attack twice per round with the beast claws, with a +2 bonus to hit.

Value: 200

 

Cause Moderate Wounds  (SPPR218)   New in Heart of Winter

Cause Moderate Wounds (Necromancy)
Statistics:
Level: 2
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 11 points of damage (save for half damage) to the creature's body. This spell has no affect on undead, constructs, or extraplanar creatures. Cause Moderate Wounds cannot be cast by good characters.

Value: 200

 

Chant

Chant (Conjuration/Summoning)
Level: 2
Sphere: Combat
Range: Sight of Caster
Duration: 1 turn
Casting Time: 1 round
Area of Effect: 30-foot radius
Saving Throw: None
By means of the Chant spell, the priest brings special favor upon himself and his party, and causes harm to his enemies. When the Chant spell is completed, all the priest's allies in the area of effect gain +1 to attack, damage, and saving throws, while the priest'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 priest cannot cast any spells for the Chant's duration, and his movement is slowed by half.

Value: 200

 

Charm Person or Mammal

Charm Person or Mammal
(Enchantment/Charm)
Level: 2
Sphere: Animal
Range: Sight of Caster
Duration: 1 turn
Casting Time: 5
Area of Effect: 1 person or mammal
Saving Throw: Neg.
This spell affects any single person or mammal it is cast upon. The term "person" includes any bipedal human, demihuman, or humanoid of man-size or smaller, such as 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 charmed, but an ogre could not. The person receives a saving throw vs. spell to avoid the effect. If the save is failed, the victim regards the caster as a trusted friend and ally to be heeded and protected. The caster may give him orders, and the charmed individual will carry them out without question.
If the caster harms, or attempts to harm, the charmed person by some overt action, or if a dispel magic spell is successfully cast upon the charmed person, the Charm Person spell is broken. If two or more charm effects simultaneously affect a creature, the most recent charm takes precedence. Note that the subject has full memory of the events that took place while he was charmed. No charmed creatures may leave the area or attack non-hostile targets.

Value: 200

 

Cure Moderate Wounds

Cure Moderate Wounds
(Necromancy)
Sphere: Healing
Level: 2
Range: Touch
Duration: Instantaneous
Casting Time: 5
Area of Effect: 1 creature
Saving Throw: None
A stronger version of the 1st level priest spell Cure Light Wounds, Cure Moderate Wounds heals 11 points of damage to a living creature.

Value: 200

 

Draw Upon Holy Might

Draw Upon Holy Might (Invocation)
Level: 2
Sphere: Combat
Range: Caster
Duration: 1 turn
Casting Time: 2
Area of Effect: Caster
Saving Throw: None
The priest 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.

Value: 200

 

Find Traps

Find Traps (Divination)
Level: 2
Sphere: Divination
Range: 10-foot path
Duration: 3 turns
Casting Time: 5
Area of Effect: Caster
Saving Throw: None
When a priest casts a Find Traps spell, all traps - concealed normally or magically, of magical or mechanical nature - become apparent to him, as if he or she were a thief.

Value: 200

 

Flame Blade

Flame Blade (Evocation)
Level: 2
Sphere: Elemental (Fire)
Range: Caster
Duration: 4 rounds + 1 round/level
Casting Time: 4
Area of Effect: Caster
Saving Throw: None
With this spell, the caster causes a blazing ray of red-hot fire to spring forth from his hand. This blade-like ray is wielded as if it were a scimitar. If the caster successfully hits with the Flame Blade in melee combat, the creature struck suffers 1d4 + 4 points of damage, with a damage bonus of +2 (i.e., 7-10 points) if the creature is undead or is especially vulnerable to fire. If the creature is protected from fire, the damage inflicted is reduced by 2 (i.e., 1d4 + 2 points). Fire dwellers and those using fire as an innate attack form suffer no damage from the spell. However, it is not a magical weapon in the normal sense of the term, so creatures (other than undead) struck only by magical weapons are not harmed by it. The Flame Blade uses the scimitar proficiency.

Value: 200

 

Good Berry

Goodberry (Alteration, Evocation)
Level: 2
Sphere: Plant
Range: Caster
Duration: 1 Day/level
Casting Time: 1 round
Area of Effect: 5 Berries
Saving Throw: None
Casting a Goodberry spell creates a clump of magical berries that the caster can carry with him. These berries cure five points of damage when eaten. The berries will only last one day per level of the caster, so it's not advisable to carry them around for too long.

Value: 200

 

Hold Person

Hold Person (Enchantment/Charm)
Level: 2
Sphere: Charm
Range: Sight of Caster
Duration: 2 rounds/level
Casting Time: 3
Area of Effect: Special
Saving Throw: Neg.
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 mansize 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 saving throws 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.

Value: 200

 

Know Alignment

Know Alignment (Divination)
Level: 2
Sphere: Divination
Range: Sight of Caster
Duration: 1 turn
Casting time: 1 round
Area of Effect: 1 creature
Saving Throw: Neg.
A Know Alignment spell enables the priest to read the aura of a creature. If the creature rolls a successful saving throw vs. spell, the caster learns nothing about that particular creature from the casting. Evil creatures will glow red, neutrals blue, and friendly creatures will glow green for a brief period.

Value: 200

 

Resist Fire/Cold

Resist Fire/Resist Cold (Alteration)
Level: 2
Sphere: Protection
Range: Touch
Duration: 1 round/level
Casting Time: 5
Area of Effect: 1 creature
Saving Throw: None
When this spell is placed upon a creature by a priest, the creature's body is toughened to withstand heat and cold. Complete immunity to mild conditions (standing naked in the snow or reaching into an ordinary fire to pluck out a note) is gained. The recipient can somewhat resist intense heat or cold (whether natural or magical in origin), such as red-hot charcoal, a large amount of burning oil, flaming swords, Fire Storms, Fireballs, Meteor Swarms, red dragon's breath, frostbrand swords, Ice Storms, wands of frost, or white dragon's breath.

Value: 200

 

Silence 15' Radius

Silence, 15' Radius (Alteration)
Level: 2
Sphere: Guardian
Range: Sight of Caster
Duration: 2 rounds/level
Casting Time: 5
Area of Effect: 15-foot-radius
Saving Throw: Neg.
Upon casting this spell, complete silence prevails in the affected area. All sound is stopped: conversation is impossible and spells cannot be cast. Each creature in the area must make a saving throw vs. spells; if the save is failed then they are silenced for the duration of the spell. Note that this spell does not continue to affect the area after being cast; only those in the area at the time of the casting are affected by the silence.

Value: 200

 

Slow Poison

Slow Poison (Necromancy)
Level: 2
Sphere: Healing
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 slows the effects of venom. This spell does not neutralize the poison, just slows it down enough so you can get real healing at a temple or from your party's priest.

Value: 200

 

Spiritual Hammer

Spiritual Hammer (Invocation)
Level: 2
Sphere: Combat
Range: Caster
Duration: 3 rounds + 1 round/level
Casting Time: 5
Area of Effect: Caster
Saving Throw: None
By calling upon his deity, the caster of a Spiritual Hammer spell brings into existence a magical hammer which may be used a weapon for the duration of the spell. The hammer strikes as a magical weapon with a bonus of +1 for every six experience levels (or fraction) of the spellcaster, up to a total of +3 to the attack roll and +3 to the damage roll for a 13th-level caster. The base damage inflicted when it scores a hit is exactly the same as a normal war hammer, 2-5.

Value: 200

 

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Items & Spells
- Changes in Heart of Winter
- Protective Gear
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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