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Level 4

by Joost "Myrthos" Mans, 2020-08-13

Priest Spells, Level 4

Animal Summoning I

Animal Summoning I
(Conjuration, Summoning)
Level: 4
Sphere: Animal, Summoning
Range: Sight of Caster
Duration: 5 turns
Casting Time: 7
Area of Effect: Special
Saving Throw: None
This spell summons up to eight animals of 4 Hit Dice or less. It can be cast indoors or outdoors, and the types of animals summoned depend on the caster's surroundings when the spell is cast.

Value: 400

 

Blood Rage  (SPPR415)   New in Heart of Winter

Blood Rage (Alteration)
Statistics:
Level: 4
Sphere: Combat
Range: Sight of Caster
Duration: 2 turns
Casting Time: 7
Area of Effect: 1 allied creature
Saving Throw: None
This spell works only on player characters or allied creatures. When cast, the target of this spell goes berserk, attacking the nearest creature until that creature is dead, then moving to the next target. While under Blood Rage, the target is immune to charm, sleep, fear, hold, stunning, confusion, emotion, symbol spells, and related effects. In addition, the target gains +2 to hit, +3 to damage, +2 strength, 10 extra hit points, and a bonus to his/her movement rate. The spell has several disadvantages, however. The hit points of the target are masked for the duration of the spell, and the target cannot benefit from any effect that heals hit points. At the end of the spell's duration, the target becomes fatigued and their Strength drops to 3 for 2 turns. Blood Rage cannot affect creatures of lawful alignment and cannot be cast by lawful characters.

Value: 400

 

Cause Serious Wounds  (SPPR416)   New in Heart of Winter

Cause Serious Wounds (Necromancy)
Statistics:
Level: 4
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 17 points of damage (save for half damage) to the creature's body. This spell has no affect on undead, constructs, or extraplanar creatures. Cause Serious Wounds cannot be cast by good characters.

Value: 400

 

Cloak of Fear

Cloak of Fear
(Conjuration/Summoning)
Level: 4
Sphere: Charm
Range: Caster
Duration: 3 rounds
Casting Time: 6
Area of Effect: Caster
Saving Throw: Neg.
Cloak of Fear bestows the caster with an aura of fear in a three foot radius. All creatures that enter the cloak's area of effect must make a saving throw vs. spell or flee in panic for 2-16 rounds. The aura does not affect undead creatures.

Value: 400

 

Cloud of Pestilence  (SPPR417)   New in Heart of Winter

Cloud of Pestilence (Alteration)
Statistics:
Level: 4
Sphere: Combat, Elemental (Air)
Range: Sight of Caster
Duration: 4 rounds
Casting Time: 7
Area of Effect: 20-foot radius
Saving Throw: Neg.
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. These effects last 1 turn. Cloud of Pestilence can only be cast by evil characters.

Value: 400

 

Cure Serious Wounds

Cure Serious Wounds (Necromancy)
Level: 4
Sphere: Healing
Range: Touch
Duration: Instantaneous
Casting Time: 7
Area of Effect: 1 creature
Saving Throw: None
This spell is a more potent version of the Cure Light Wounds spell. When laying his hand upon a creature, the priest heals 17 points of damage. This healing cannot affect undead or extraplanar creatures.

Value: 400

 

Defensive Harmony

Defensive Harmony
(Enchantment/Charm)
Level: 4
Sphere: Law
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 bonus to his Armor Class. This lasts for 6 rounds or until successfully dispelled.

Value: 400

 

Free Action

Free Action (Abjuration)
Level: 4
Sphere: Charm
Range: Touch
Duration: 1 turn/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.

Value: 400

 

Giant Insect

Giant Insect (Alteration)
Level: 4
Sphere: Animal
Range: Sight of Caster
Duration: 8 hours
Casting Time: 7
Area of Effect: 1-6 insects
Saving Throw: None
This spell summons small insects to the caster, then enlarges them to giant size, turning them into fearsome allies. The strength and kind of the insects varies according to the caster's level; the higher level the caster, the stronger insects that are summoned.

Value: 400

 

Mental Domination

Mental Domination
(Enchantment/Charm)
Level: 4
Sphere: Thought
Range: Sight of Caster
Duration: 3 rounds/level
Casting Time: 4
Area of Effect: 1 creature
Saving Throw: Neg.
When cast upon a subject, he must make a save vs. spell at -2 in order to avoid the priest entering his mind. The effects of this spell are similar to the wizard spell Domination, with a few minor differences. First this spell gives the priest no access to the subject's thoughts, memory, or sensory apparatus. The priest simply is able to command the subject to perform certain tasks or functions during the spell duration.

Value: 400

 

Neutralize Poison

Neutralize Poison (Necromancy)
Level: 4
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 immediately neutralizes any poison and restores 10 lost hit points.

Value: 400

 

Poison  (SPPR418)   New in Heart of Winter

Poison (Necromancy)
Statistics:
Level: 4
Sphere: Healing
Range: Touch
Duration: 20 seconds
Casting Time: 7
Area of Effect: 1 creature
Saving Throw: Neg.
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. Poison can only be cast by evil characters.

Value: 1200

 

Produce Fire

Produce Fire (Alteration)
Level: 4
Sphere: Elemental (Fire)
Range: Sight of Caster
Duration: 1 round
Casting Time: 7
Area of Effect: 6-foot radius
Saving Throw: None
When cast, flames erupt from the target point, doing 1-4 hit points of fire damage plus 1 point per level of the caster to all creatures within the area of effect.

Value: 400

 

Protection From Evil 10' radius

Protection From Evil 10' Radius
(Abjuration)
Level: 4
Sphere: Protection
Range: Touch
Duration: 1 turn/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 Armor Class, +2 to Saving Throws and immunity to all charm-based spells.

Value: 400

 

Protection from Lightning

Protection From Lightning (Abjuration)
Level: 4
Sphere: Protection, Weather
Range: Touch
Duration: 5 rounds/level
Casting Time: 7
Area 'of Effect: 1 creature
Saving Throw: None
When the spell is cast it confers complete invulnerability to electrical attacks such as dragon breath or magical attacks such as Lightning Bolt, Shocking Grasp etc. The protection will last for the duration of the spell or until successfully dispelled.

Value: 400

 

Recitation

Recitation
(Abjuration, Invocation/Evocation)
Level: 4
Sphere: Combat
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 priest invokes his deity's blessing upon himself and his allies, while sowing confusion and weakness among his enemies. The priest's allies gain a +2 bonus to their attack and saving throws, and enemies of the priest receive a -2 penalty to their attacks and saving throws. This spell does not nullify a prayer spell - the two may be cast in tandem, and the effects are cumulative.

Value: 400

 

Smashing Wave  (SPPR421)   New in Heart of Winter

Smashing Wave (Invocation)
Statistics:
Level: 4
Sphere: Elemental (Water)
Range: 40 feet
Duration: Instantaneous
Casting Time: 1 round
Area of Effect: 5-foot wide wave
Saving Throw: 1/2
This spell summons a wave of water that moves in the direction willed by the caster, striking all in its path with massive force. The wave deals 4d10 points of crushing damage, and in addition, there is a 25% chance a creature struck is stunned for 2 rounds, and a 5% chance the creature is knocked unconscious. If the creature struck makes a successful saving throw vs. breath, the damage is reduced by half and the creature avoids being stunned or knocked unconscious.

Value: 1200

 

Star Metal Cudgel  (SPPR420)   New in Heart of Winter

Star Metal Cudgel (Conjuration)
Statistics:
Level: 4
Sphere: Combat
Range: Caster
Duration: 3 turns
Casting Time: 7
Area of Effect: Caster
Saving Throw: None
This spell creates a meteoric iron magical club that is +2 to hit and damage, and treated as a +4 weapon for purposes of what it can hit. Proficiency, strength, and specialization bonuses and penalties apply. It does an additional 2d6 points of crushing damage against unnatural creatures (undead, elementals, golems, outer planar creatures, etc).

Value: 1200

 

Static Charge

Static Charge (Alteration)
Level: 4
Sphere: Weather
Range: Caster
Duration: 1 turn/level
Casting Time: 1 round
Area of Effect: Sight of Caster
Saving Throw: 1/2
Static Charge is similar to call lightning except it can be used indoors. This spell allows the caster to generate a static charge around any creature within the area of effect, doing 2-16 points of electrical damage, plus an additional 1-8 points for each of the caster's experience levels. The charge keeps going off, once every turn, for the duration of the spell.

Value: 1200

 

Thorn Spray  (SPPR422)   New in Heart of Winter

Thorn Spray (Alteration)
Statistics:
Level: 4
Sphere: Plant
Range: Special
Duration: Instantaneous
Casting Time: 3
Area of Effect: 30-foot long, 25-foot wide cone
Saving Throw: 1/2
By means of this spell, the caster can cause a spray of barbs, spikes, thorns, and spines to spring forth from his hand. The thorn spray covers a 30-foot long, 60-foot wide cone, inflicting 2d10 points of piercing damage to all creatures within the area of effect, or 1d10 points of damage if a saving throw vs. death is successful.

Value: 1200

 

Unfailing Endurance  (SPPR419)   New in Heart of Winter

Unfailing Endurance (Necromancy)
Statistics:
Level: 4
Sphere: Necromantic
Range: Touch
Duration: Instantaneous
Casting Time: 1 round
Area of Effect: 1 creature
Saving Throw: None
This spell restores the stamina of the creature touched, bringing back the energy lost from a day and a half of exertion. Note that this may not be sufficient to bring a character out of the "fatigued" state.

Value: 1200

 

Wall of Moonlight  (SPPR423)   New in Heart of Winter

Wall of Moonlight (Invocation)
Statistics:
Level: 4
Sphere: Protection, Sun
Range: Sight of Caster
Duration: 1 turn
Casting Time: 7
Area of Effect: 20-foot long, 5-foot wide wall
Saving Throw: None
This spell invokes a shimmering tapestry of blue-white force. This wall is intangible, requiring no physical anchor, and can easily be passed through. Evil creatures passing through the wall take 2d10 damage, evil undead creatures take 5d10. A creature that has passed through the wall can only take damage from it once. Only one Wall of Moonlight may be in effect at any time.

Value: 1200

 

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Items & Spells
- Changes in Heart of Winter
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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