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Level 1

Mage Spells, Level 1

Armor

Armor (Conjuration)
Level: 1
Range: Caster
Duration: 9 hours
Casting Time: 1 round
Area of Effect: Caster
Saving Throw: None
By means of this spell, the wizard creates a magical field of force that serves as if it were scale mail armor (AC 6). It is cumulative with Dexterity and, in the case of fighter/mages, with the shield bonus. The armor spell does not hinder movement, adds no weight or encumbrance, nor does it prevent spellcasting. It lasts until successfully dispelled or until the duration runs out.

Value: 100

 

Burning Hands

Burning Hands (Alteration)
Level: 1
Range: Caster
Duration: Instantaneous
Casting Time: 1
Area of Effect: Caster
Saving Throw: 1/2
When the wizard casts this spell, a jet of searing flame shoots from his fingertips. The flame jets are five feet in length and spread out in a horizontal arc of about 120 degrees in front of the wizard. Any creature in the area of effect suffers 1-3 hit points of damage, plus 2 points per level of experience of the spellcaster, to a maximum of 1-3 + 20 points of fire damage. If the target saves vs. spell, they only take half damage.

Value: 100

 

Charm Person

Charm Person (Enchantment/Charm)
Level: 1
Range: Sight of Caster
Duration: 1 turn
Casting Time: 1
Area of Effect: 1 person
Saving Throw: Neg.
This spell affects any single person it is cast upon. The term person includes any bipedal human, demihuman, or humanoid of man-size or smaller, such as brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, 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 spell recipient fails his saving throw, he 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 as quickly as possible.
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 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. Also note that you cannot have a charmed creature leave the area where he was charmed.

Value: 100

 

Chill Touch

Chill Touch (Necromancy)
Level: 1
Range: Touch
Duration: 3 rounds + 1 round/level
Casting Time: 1
Area of Effect: Caster
Saving Throw: Neg.
When the caster completes this spell, a blue glow encompasses his hand. This energy attacks the life force of any creature upon which the wizard makes a successful melee attack. The touched creature must make a saving throw vs. spell or suffer 1-4 points of cold damage and receive a -1 THACO modifier for one hour after being struck. If the creature is an undead creature, they are affected by panic for 1-4 + 1 turns per level of the caster. Undead suffer no damage or to hit penalty from Chill Touch.

Value: 100

 

Chromatic Orb

Chromatic Orb (Evocation)
Level: 1
Range: Sight of Caster
Duration: Special
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: Neg.
This spell creates a 4-inch-diameter sphere that can be hurled unerringly to its target. The orb's effect depends on the level of the wizard: a 1st-level sphere inflicts 1-4 damage and blinds the target for one round. A 2nd-level sphere inflicts 1-6 damage and inflicts pain upon the victim. A 3rd-level sphere deals 1-8 damage and burns the victim. A 4th-level sphere deals 1-10 damage and blinds the target for four turns. A 5th to 6th-level sphere deals 1-12 damage and stuns the target for three rounds. The 7th to 9th-level sphere deals 2-16 damage and paralyzes the victim for 13 rounds. A 10th to 11th level sphere turns the target to stone if they fail their saving throw, and slows them for five rounds if they succeed. A 12th level sphere causes death if the target fails their saving throw, or paralysis for four rounds if they succeed. Unless stated otherwise in the above description, a save against this spell negates both the damage and the other effects.

Value: 100

 

Color Spray

Color Spray (Alteration)
Level: 1
Range: Caster
Duration: Instantaneous
Casting Time: 1
Area of Effect: 5' x 20' x 20' wedge
Saving Throw: Special
This spell creates a vivid, fan-shaped spray of clashing colors to spring forth from the caster's hand. From one to six creatures within the area are affected in order of increasing distance from the wizard. All creatures in the area above the level of the caster or ones that have greater than 6 Hit Dice (or are greater than 5th level) must make a saving throw vs. spells. The spell's effects depend on the caster - creatures with Hit Dice/levels less than or equal to the caster are knocked unconscious for 2-8 turns, those with Hit Dice/levels one or two greater than the wizard are blinded for 1-4 turns, and any other creatures are stunned for 1 turn.

Value: 100

 

Friends

Friends (Enchantment/Charm)
Level: 1
Range: Caster
Duration: 1d4 rounds + 1 round/level
Casting Time: 1
Area of Effect: Caster
Saving Throw: Special
A Friends spell causes the wizard to temporarily gain 5 points of Charisma. While cast, those who view the caster tend to be very impressed and will generally make an effort to help him.

Value: 100

 

Grease

Grease (Conjuration)
Level: 1
Range: Sight of Caster
Duration: 1 turn
Casting Time: 1
Area of Effect: 5-foot radius
Saving Throw: Special
A Grease spell covers the ground with a slippery layer of a fatty, greasy nature. Any creature entering the area or caught in it when the spell is cast must save vs. spell every round or have their movement rate slowed to a crawl as long as they are in the area of effect. Those who successfully save can move normally.

Value: 100

 

Identify

Identify (Divination)
Level: 1
Range: Touch
Duration: Instantaneous
Casting Time: Special
Area of Effect: 1 item
Saving Throw: None
When this spell is memorized, the caster may identify the magical properties of one item in the caster's inventory. Go to the history page of an unidentified item and press the identify button to use the spell. The chance of identifying the item is 100%. The spell identifies the item's name, what it does, and if it is cursed.

Value: 100

 

Infravision

Infravision (Divination)
Level: 1
Range: Touch
Duration: 8 hours
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: None
The recipient of this spell gains the ability to see with infravision, just as an elf or dwarf.

Value: 100

 

Larloch's Minor Drain

Larloch's Minor Drain
(Necromancy)
Level: 1
Range: Sight of Caster
Duration: Instantaneous
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: None
With this spell the wizard drains the life force from a target and adds it to his own. The target creature suffers 1-4 damage, while the wizard gains 1-4 hit points. If the wizard goes over his maximum hit point total with this spell, he loses them after a turn.

Value: 100

 

Magic Missile

Magic Missile (Evocation)
Level: 1
Range: Sight of Caster
Duration: Instantaneous
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: None
Use of the Magic Missile spell, one of the most popular first level spells, creates up to five missiles of magical energy that dart forth from the wizard's fingertip and unerringly strike their target, which must be a creature of some sort. Each missile inflicts 1d4+1 points of damage. For every two extra levels of experience, the wizard gains an additional missile - he has two at 3rd level, three at 5th level, four at 7th level, etc., up to a maximum of five missiles at 9th level.

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

 

Shield

Shield (Evocation)
Level: 1
Range: Caster
Duration: 5 rounds/level
Casting Time: 1
Area of Effect: Caster
Saving Throw: None
When this spell is cast, an invisible barrier comes into being in front of the wizard. It sets the caster's Armor Class to 4 against normal weapons, 2 against missile weapons and makes the wizard immune to any magical missiles cast at him.

Value: 100

 

Shocking Grasp

Shocking Grasp (Alteration)
Level: 1
Range: Touch
Duration: Instantaneous
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: None
When the wizard touches a creature while this spell is in effect, an electrical charge will deal 1-8 + 1/level of the caster damage to the creature. The wizard only has one charge, and once an opponent has been touched the spell's energies have been used. The spell always hits unless the mage is disrupted.

Value: 100

 

Sleep

Sleep (Enchantment/Charm)
Level: 1
Range: Sight of Caster
Duration: 5 rounds/level
Casting Time: 1
Area of Effect: 15-foot radius
Saving Throw: Neg
Sleep causes a comatose slumber to come upon 2-8 hit dice/levels of creatures (other than undead and certain other creatures specifically excluded from the spell's effects). All creatures to be affected by the Sleep spell must be within 30 feet of each other. Monsters with 4+3 Hit Dice (4 Hit Dice plus 3 hit points) or more are unaffected. The center of the area of effect is determined by the spellcaster. Though it's not the stuff of which legends are made, magically sleeping opponents can be attacked with substantial bonuses - although they will awaken after the first hit.

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