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Level 6

Priest Spells, Level 6

Animal Summoning III

Animal Summoning III
(Conjuration/Summoning)
Level: 6
Sphere: Animal, Summoning
Range: Sight of Caster
Duration: 5 turns
Casting Time: 9
Area of Effect: Special
Saving Throw: None
A more powerful version of Animal Summoning II, Animal Summoning III allows the caster to call up to four animals of 16 Hit Dice or less. Only normal or giant animals can be summoned; fantastic animals or monsters cannot be summoned by this spell (no dragons or elementals). This spell can be cast indoors or outdoors.

Value: 1200

 

Blade Barrier  (SPPR610)   New in Heart of Winter

Blade Barrier (Evocation)
Statistics:
Level: 6
Sphere: Guardian/Creation
Range: Caster
Duration: 2 rounds
Casting Time: 9
Area of Effect: 3-foot radius
Saving Throw: 1/2
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 saving throw for half damage. The caster is immobile for the duration of the spell.

Value: 1800

 

Conjure Fire Elemental

Conjure Fire Elemental
(Conjuration/Summoning)
Level: 6
Sphere: Elemental, Summoning
Range: Sight of Caster
Duration: 1 turn/level
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None
Similar to the wizard spell, Conjure Fire Elemental, the priest version summons a more powerful elemental (65% chance of a 12 Hit Dice elemental, 20% chance of a 16 Hit Dice, 10% chance of a 20 Hit Dice and 5% chance of a 24 Hit Dice elemental). The elemental will obey the commands of the priest, but the priest does not have to concentrate on it to control it, leaving them to be free to perform other actions while the fire elemental turns his enemies to cinders. The elemental will last until the spell duration expires or the elemental is slain.

Value: 1800

 

Entropy Shield

Entropy Shield (Abjuration)
Level: 6
Sphere: Protection
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 priest a +6 bonus to armor class and a 50% resistance to most attack forms: electricity, fire, cold, and so on. It also gives the caster +2 to all his/her saving throws and immunity to all missile-based attacks.

Value: 1200

 

Fire Seeds

Fire Seeds (Conjuration)
Level: 6
Sphere: Elemental
Range: Touch
Duration: 1 turn/level
Casting Time: 1 round
Area of Effect: Special
Saving Throw: 1/2
This spell creates four grenade-like missiles in the priest's inventory that can be hurled at any target up to 40 yards away. (These missiles last only for the spells duration, so don't horde them.) When they land, the seed explode, doing 2-16 points of damage to everything within a five-foot radius. A creature struck directly by the seeds receives no saving throw, but creatures hit by the splash damage are allowed to make a saving throw vs. spell for half-damage.

Value: 1200

 

Harm  (SPPR611)   New in Heart of Winter

Harm (Necromancy)
Statistics:
Level: 6
Sphere: Healing
Range: Touch
Duration: Permanent
Casting Time: 1 round
Area of Effect: 1 creature
Saving Throw: Neg.
When this spell is cast, the caster gains the ability to touch a target and inflict tremendous damage, reducing the target to all but 1d4 hit points. A saving throw vs. spell negates the effect. This spell has no affect on undead, constructs, or extraplanar creatures. Harm can only be cast by evil characters.

Value: 1800

 

Heal

Heal (Necromancy)
Level: 6
Sphere: Healing
Range: Touch
Duration: Instantaneous
Casting Time: 1 round
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.

Value: 5000

 

Sol's Searing Orb

Sol's Searing Orb (Invocation)
Level: 6
Sphere: Sun
Range: Sight of Caster
Duration: Instantaneous
Casting Time: 6
Area of Effect: 1 creature
Saving Throw: Special
This spell allows the caster to hurl a brilliant, searing flash at a target. When it hits, it explodes in a flash of light, doing 6-36 of fire damage to the target and blinding him for 1-6 rounds if a saving throw vs. spells is failed. If the saving throw is made, the target only takes half damage and is not blinded. Undead creatures are particularly vulnerable to this spell - they take double damage and are blinded for twice the duration as other creatures, even if they make their saving throw.

Value: 1800

 

Spiritual Wrath  (SPPR612)   New in Heart of Winter

Spiritual Wrath (Invocation)
Statistics:
Level: 6
Sphere: Combat
Range: Sight of Caster
Duration: Instantaneous
Casting Time: 2
Area of Effect: Special
Saving Throw: 1/2
Upon completion of this spell, the priest becomes a focus of spiritual energy, which then shoots out from the caster in four directions, like lightning bolts. The caster specifies the direction of one of the bolts and the other bolts shoot opposite and perpendicular to that direction, completing a cross-shaped pattern. All creatures in the bolts' path take 6-42 points of magic damage, save for half. Creatures of the same moral alignment (good, neutral, evil) as the caster are unaffected by the spell.

Value: 1800

 

Whirlwind  (SPPR613)   New in Heart of Winter

Whirlwind (Invocation)
Statistics:
Level: 6
Sphere: Invocation
Range: Sight of Caster
Duration: Special
Casting Time: 9
Area of Effect: Special
Saving Throw: Special
This spell creates a small whirlwind near the caster, which the caster can direct to a location within his sight. Once the whirlwind reaches its destination, the caster will lose control and the whirlwind will fly around randomly, harming friend and foe alike. The caster is immune to his/her own spell, and elementals and other huge creatures are also unaffected. If a creature is caught in the path of the whirlwind, it takes 2d8 crushing damage, 2d8 slashing damage, and must save vs. breath weapon or be stunned for 2 rounds. Creatures with 2 hit dice or less are automatically killed by this spell. A maximum of 8 targets may be affected, after which the whirlwind will dissipate.

Value: 1800

 

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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