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Level 2

Mage Spells, Level 2

Agannazar's Scorcher

Agannazar's Scorcher (Evocation)
Level: 2
Range: Sight of Caster
Duration: Instantaneous
Casting Time: 3
Area of Effect: 2-foot by 60-foot jet.
Saving Throw: None
Upon casting this spell a jet of flame appears at the caster's fingertips and shoots toward a target of the caster's choice. The flame causes 3-18 points of fire damage to the target, no saving throw allowed -- anyone in the flame's path takes 2-16, but they are allowed a saving throw vs. spells for half damage.

Value: 200

 

Blindness

Blindness
(Illusion/Phantasm)
Level: 2
Range: Sight of Caster
Duration: 8 hours
Casting Time: 2
Area of Effect: 1 creature
Saving Throw: Neg.
This spell blinds its target. A saving throw is allowed, and if successful, there are no harmful effects. If a victim is blinded he receives -4 to his attack rolls, and a -4 to his Armor Class.

Value: 100

 

Blur

Blur (Illusion/Phantasm)
Level: 2
Range: Caster
Duration: 3 rounds + 1 round/level
Casting Time: 2
Area of Effect: Caster
Saving Throw: None
Blur causes the wizard's body to become blurred, shifting and wavering. This distortion gives the wizard +1 to all saving throws, and all missile and melee attacks have a -3 to hit him.

Value: 200

 

Cat's Grace  (SPWI223)   New in Heart of Winter

Cat's Grace (Alteration)
Level: 2
Range: Touch
Duration: 1 hour/level
Casting Time: 2
Area of Effect: 1 creature
Saving Throw: None
This spell magically increases a target's dexterity. The amount depends on the target's class: Thieves gain 1d8 points, Fighters and Mages gain 1d6 points, and Clerics gain 1d4 points. Cat's Grace cannot raise a target's dexterity past 20.

Value: 200

 

Decastave

Decastave
(Evocation)
Level: 2
Range: Caster
Duration: 1 round/level
Casting Time: 2
Area of Effect: Caster
Saving Throw: None
This spell creates a staff of force in the caster's hand. It is treated as a magical weapon, doing 1-6 hit points of damage per hit, and it can hit creatures immune to normal weapons. It is a staff, however, so if the caster does not have a proficiency in staff weapons, then the Decastave is used at a penalty. The staff also has the power to drain a target of 1-2 hit points on the first strike. These hit points are added to the caster's, but they can only heal damage the caster has taken; they will not raise his hit points beyond his normal maximum.

Value: 200

 

Detect Evil

Detect Evil (Divination)
Level: 1
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.

Value: 200

 

Detect Invisibility

Detect Invisibility (Divination)
Level: 2
Range: Sight of Caster
Duration: 5 rounds/level
Casting Time: 2
Area of Effect: Sight of Caster
Saving Throw: None
When the wizard casts a Detect Invisibility spell, he dispels any invisibility and reveals any hidden characters in the area of effect (i.e., thieves using stealth). Note: if an invisible creature enters the area of effect after the spell has already been cast, the creature will remain invisible.

Value: 200

 

Ghoul touch

Ghoul Touch (Necromancy)
Level: 2
Range: Caster
Duration: 6 rounds
Casting Time: 2
Area of Effect: Caster
Saving Throw: Neg.
When the caster completes this spell, a green glow encompasses his hand. If the wizard makes a successful melee attack against a creature, the creature must make a saving throw vs. spell or be paralyzed for six rounds.

Value: 200

 

Horror

Horror (Necromancy)
Level: 2
Range: Sight of Caster
Duration: 1 turn
Casting Time: 2
Area of Effect: 15-foot radius
Saving Throw: Neg.
All enemies within the area of effect must save vs. spell or flee in terror. Certain creatures, such as undead, are immune to this spell.

Value: 200

 

Invisibility

Invisibility (Illusion/Phantasm)
Level: 2
Range: Touch
Duration: Special
Casting Time: 2
Area of Effect: 1 creature
Saving Throw: None
This spell turns a creature invisible and makes it undetectable by normal vision or infravision. Items dropped or put down by the invisible creature become visible, items picked up disappear if tucked into the clothing or pouches worn by the creature. The spell remains in effect until it is magically broken or dispelled, until the recipient talks to or attacks any creature, or until 4 hours have passed. Thus the invisible being can open doors, eat, climb stairs, etc., but if he attacks or casts a spell, he immediately becomes visible (although the invisibility enables him to attack first).

Value: 200

 

Knock

Knock (Alteration)
Level: 2
Range: Sight of Caster
Duration: Special
Casting Time: 1
Area of Effect: Locked door or chest
Saving Throw: None
The Knock spell opens locked, held or wizard locked doors. It opens secret doors, as well as locked boxes or chests. It does not raise barred gates or similar impediments.

Value: 200

 

Know Alignment

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

Value: 200

 

Luck

Luck (Enchantment/Charm)
Level: 2
Range: Sight of Caster
Duration: 3 rounds
Casting Time: 2
Area of Effect: 1 creature
Saving Throw: None
The recipient of this spell gains superhuman luck for the next 3 rounds. He receives a +1 bonus to his saving throws, attack rolls, thieving skills, etc.

Value: 200

 

Melf's Acid Arrow

Melf's Acid Arrow (Conjuration)
Level: 2
Range: Sight of Caster
Duration: Special
Casting Time: 2
Area of Effect: 1 creature
Saving Throw: Special
This spell creates a magical arrow that speeds unerringly to its target. The arrow has no attack or damage bonus, but it inflicts 2-8 points of acid damage. (There is no splash damage.) For every three levels the caster has achieved, the acid lasts another 1 round, inflicting another 2-8 points of damage. So at 3rd-5th level, the acid lasts 2 rounds, at 6th-8th level, the acid lasts for 3 rounds, etc.

Value: 200

 

Mirror Image

Mirror Image (Illusion/Phantasm)
Level: 2
Range: Caster
Duration: 3 rounds/level
Casting Time: 1
Area of Effect: 6-foot radius
Saving Throw: None
When a Mirror Image spell is invoked, the spellcaster causes two to eight duplicates of himself to come into being around him. These Images do exactly what the wizard does. Since the spell causes a blurring and slight distortion when it is cast, it is impossible for opponents to be certain which ones are the illusions and which is the actual wizard. When an image is struck by a melee or missile attack, magical or otherwise, it disappears, but any other existing Images remain intact until struck. The Images shift from round to round so that an enemy must first hit every image before being able to hit the wizard.

Value: 200

 

Protection From Petrification

Protection from Petrification
(Abjuration)
Level: 2
Range: Touch
Duration: 3 rounds/level
Casting Time: 1
Area of Effect: Target
Saving Throw: None
This spell grants the recipient immunity to all petrification attacks. This includes basilisk and medusa gaze, cursed scrolls of petrification, etc.

Value: 200

 

Resist Fear

Resist Fear
(Abjuration)
Level: 2
Range: Sight of Caster
Duration: 1 hour
Casting Time: 1
Area of Effect: 30-foot radius
Saving Throw: Special
This mage spell instills courage in the spell's recipients, raising their morale to maximum. The recipients' morale will gradually reset to normal as the duration runs out. If the recipients are under the effects of magical fear, the effect is negated.

Value: 200

 

Snilloc's Snowball Swarm

Snilloc's Snowball Swarm
(Evocation)
Level: 2
Range: Sight of Caster
Duration: Instantaneous
Casting Time: 2
Area of Effect: 25-foot radius
Saving Throw: 1/2 damage
This spell causes a flurry of snowballs to erupt from a point within range. These snowballs will hit everything within the area of effect, doing 1-3 hit points/level, up to a maximum of 8-24 hit points at level 8. Against fire-using or fire-dwelling creatures, it inflicts 1-6 hit points/level.

Value: 200

 

Stinking Cloud

Stinking Cloud (Evocation)
Level: 2
Range: Sight of Caster
Duration: 1 turn
Casting Time: 2
Area of Effect: 10-foot radius
Saving Throw: Special
Stinking Cloud creates a billowing mass of nauseous vapors up to 30 yards away from the wizard. Any creature caught within the cloud must roll a successful saving throw vs. poison or be reeling and fall unconscious for the next round. Those who make successful saving throws can leave the cloud without suffering any ill effects, although those remaining in the cloud must continue to save every round.

Value: 200

 

Strength

Strength (Alteration)
Level: 2
Range: Touch
Duration: 1 hour/level
Casting Time: 1 round
Area of Effect: 1 creature
Saving Throw: None
Upon application of this spell the target's strength is magically increased by an amount depending on its class. Clerics and Thieves gain 1-6 points, Fighters gain 1-8 points, and Mages gain 1-4 points. For Fighters only, all points above a strength of 18 are converted into a 10% bonus for each extra point, to a maximum of an 18/00 strength. For other classes 18 strength is the maximum.

Value: 200

 

Vocalize

Vocalize (Alteration)
Level: 2
Range: Touch
Duration: 1 turn
Casting Time: 2
Area of Effect: 1 creature
Saving Throw: None
The recipient of this spell can cast spells with a verbal component without having to make any noise, so long as the casting takes place entirely within the duration of the Vocalize spell. This spell has no effect on other noises or speech - it simply removes a spell's verbal component. This spell is a great counter for Silence 15' Radius.

Value: 200

 

Web

Web (Evocation)
Level: 2
Range: Sight of Caster
Duration: 15 rounds
Casting Time: 2
Area of Effect: 15-foot radius
Saving Throw: Special
Web creates a many-layered mass of strong, sticky strands, similar to spider webs, but much larger and tougher. Anyone in the area when the spell is cast must roll a saving throw vs. spells every round. If failed, the creature is paralyzed for one round. If the saving throw is successful, then the creature may move normally.

Value: 200

 

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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