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Innate Abilities

Innate Abilities

Charm Animal

Charm Person or Mammal (Enchantment/Charm)
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.

 

Cure Disease

Neutralize Poison (Necromancy)
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 5 lost hit points.

 

Cure Light Wounds

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


Detect Evil

Detect Evil (Divination)
Range: Current Area
Duration: Instantaneous
Casting Time: 1 round
Area of Effect: Sight of Caster
Saving Throw: None
This spell is similar to the 1st level priest spell, Detect Evil. Any evil creature within the range of the spell will glow red briefly.


Lay On Hands

Cure Light Wounds (Necromancy)
Sphere: Healing
Range: Touch
Duration: Permanent
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: None
The caster heals 2 hitpoints per level of the caster.


Protection From Evil

Protection From Evil (Abjuration)
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).

 

Shapeshifts Boring Beetle

When the druid shapeshifts into aboring beetle, he gets the same abilities as a boring beetle.
Strength: 9
Armor Class: 3
THAC0:15
Number of attacks: 1
Damage: 5D4 Slashing


Shapeshifts Natural Form

Returns the shapeshifted druid to it's original form and removes the abilities he had while in an other shape


Shapeshifts Polar Bear

When the druid shapeshifts into a polar bear, he gets the same abilities as a polar bear.
Strength: 18/0
Armor Class: 6
THAC0:11
Number of attacks: 3
Damage: 1D12 Slashing


Shapeshifts Winter Wolf

When the druid shapeshifts into a winter wolf, he gets the same abilities as a winter wolf.
Strength: 17
Armor Class: 5
THAC0:15
Number of attacks: 1
Damage: 3D4 Slashing


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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