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Level 7

Mage Spells, Level 7

Acid Storm

Acid Storm
(Evocation)
Level: 7
Range: Sight of Caster
Duration: 1 round/level
Casting Time: 7
Area of Effect: 20-foot radius
Saving Throw: 1/2
This spell unleashes an acidic downpour on the area of effect, doing 1-4 hit points of damage each round for the first three rounds, 1-6 hit points for the next three rounds, and 1-8 hit points for each round thereafter. Moving out of the area of effect does not stop the damage - the acid adheres to the skin, and any creatures in the area of effect when the Acid Storm is cast continue to suffer damage as long as the spell duration lasts. Creatures make a saving throw vs. spell every round after they have been hit by the cloud - if successful, they only take half-damage (for that round only).

Value: 2100

 

Finger of Death

Finger of Death
(Necromancy)
Level: 7
Range: Sight of Caster
Duration: Permanent
Casting Time: 5
Area of Effect: 1 creature
Saving Throw: Neg.
The caster utters the finger of death incantation, points his index finger at the creature to be slain, and unless the victim fails a saving throw vs. spells, the victim dies instantly. Even if the save is successful, however, the brush with death still inflicts 3-17 points of damage. Characters slain by a Finger of Death cannot be resurrected - they are gone forever.

Value: 2100

 

Malavon's Rage

Malavon's Rage
(Evocation)
Level: 7
Range: Caster
Duration: Instantaneous
Casting Time: 1
Area of Effect: 15-foot radius
Saving Throw: 1/2
Malavon's Rage was created by the dark elf sorcerer Malavon. It shoots darts of pure energy out from the caster's body in all directions, harming friend and foe alike. The small wedges of magic do 20-80 points of piercing damage to everything caught in their path. This spell is especially useful when a mage is surrounded by enemies.

Value: 2100

 

Mass Invisibility

Mass Invisibility
(Illusion/Phantasm)
Level: 7
Range: Sight of Caster
Duration: Special
Casting Time: 7
Area of Effect: 30-foot radius
Saving Throw: None
An improved version of invisibility with battlefield applications, Mass Invisiblility can hide all creatures within its area of effect. Unlike improved invisibility, the invisibility is broken as soon as a target attacks.

Value: 700

 

Monster Summoning V

Monster Summoning V
(Conjuration/Summoning)
Level: 7
Range: 40 yards
Duration: 6 rounds + 1 round/level
Casting Time: 6
Area of Effect: Special
Saving Throw: None
With the casting of this spell the wizard summons 1-3 5th level monsters. These appear within spell range and may be commanded to attack the caster's opponents until the spell duration expires or the monsters are slain.

Value: 2100

 

Mordenkainen's Sword

Mordenkainen's Sword
(Evocation)
Level: 7
Range: Sight of Caster
Duration: 1 round/level
Casting Time: 7
Area of Effect: Special
Saving Throw: None
This spell summons a shimmering sword of force that can be mentally wielded by the caster. It strikes as if it were being used by a fighter at half the level of the caster, and despite the fact it is held in the hand, it can hit creatures anywhere within the sight of the caster. Although the sword has no bonus to attack, it can hit creatures normally hit only by +2 weapons or greater and inflicts 5-30 hit points with every strike.

Value: 2100

 

Power Word, Stun

Power Word: Stun
(Conjuration/Summoning)
Level: 7
Range: Sight of Caster
Duration: Special
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: None
Similar to Power Word: Silence and Power Word: Kill, Power Word: Stun is another of the words of power. When uttered, it stuns any creature the caster targets, causing them to reel and be unable to think coherently. Creatures with less than 31 hit points are stunned for 4-16 rounds, those with 31 to 60 hit points are stunned for 2-8 rounds, those with 61 to 90 hit points are stunned for 1-4 rounds, and those more than 90 hit points are unaffected. The spell checks the creature's current hit points, not their maximum, so even the toughest creatures can be affected by this spell if they are wounded.

Value: 700

 

Prismatic Spray

Prismatic Spray
(Conjuration/Summoning)
Level: 7
Range: Caster
Duration: Instantaneous
Casting Time: 7
Area of Effect: 70 x 15-foot spray
Saving Throw: Special
This spell causes shimmering rays of light to flash from the wizard's hand, in a cone 70 feet long and 15 wide at its end. Any creature touched by the rays may be inflicted with a random effect depending on the color (see below), but any creature less than 8 hit dice is blinded for 2-8 rounds, regardless of any additional effect. The colors of the prismatic spray do the following: red (inflicts 20 hit points of damage, save vs. spell for half), orange (40 hit points of damage, save vs. spell for half), yellow (80 hit points of damage, save vs. spell for half), green (save vs. poison or die - survivors still take 20 hit points of poison damage), blue (save vs. petrification or turn to stone), or indigo (save vs. wand or go insane).

Value: 700

 

Seven Eyes  (SPWI710)   New in Heart of Winter

Seven Eyes (Abjuration)
Statistics:
Level: 7
Range: Caster
Duration: 2 turns
Casting Time: 7
Area of Effect: Caster
Saving Throw: None
This spell conjures forth seven magical orbs that float in a ring above the caster's head. Each eye has a defensive and offensive ability, though once either one is used the eye will lose its power. Any subsequent castings of Seven Eyes will fail if cast before the expiration time, whether or not any eyes remain. The powers of each eye are described below.

Eye of the Mind - this orb protects the caster against mental attacks, such as charm, emotion, and fear. The eye may be expended as the 1st level wizard spell Charm Person.

Eye of the Sword - this eye deflects the first physical damaging attack that strikes the caster. The eye may be expended as the 1st level wizard spell Magic Missile (5 missiles).

Eye of the Mage - this eye absorbs one manifestation of fire, electrical, cold, or acid damage. The eye can also be expended as the 3rd level wizard spell Lightning Bolt (4d8 damage).

Eye of Venom - this eye halts any one attack or effect that could poison the caster. The eye can also be used to poison one creature, dealing 30 points of damage over a period of 30 seconds.

Eye of the Spirit - this eye blocks one instant-death magic attack (Death Spell, Finger of Death, Power Word Kill, Slay Living, Destruction). The wizard may instead choose to expend the eye's power as a ray of enfeeblement, dropping a target's strength to 5, reducing its chance to hit, and the damage it deals.

Eye of Fortitude - this eye blocks one stunning, deafness, blindness, or silence effect. It may alternatively be expended as the 4th level wizard spell, Shout.

Eye of Stone - this eye shields the caster from a single petrification attack. It can also be used as the 3rd level wizard spell, Hold Person.

Any subsequent castings of Seven Eyes will fail if cast before the original spell expires, whether or not any eyes remain.

value: 2100

 

Suffocate  (SPWI711)   New in Heart of Winter

Suffocate (Alteration)
Statistics:
Level: 7
Range: Sight of Caster
Duration: 4 rounds
Casting Time: 7
Area of Effect: 10-foot radius
Saving Throw: 1/2
This spell draws the breath out of all creatures within the area of effect. Creatures that do not breathe are unaffected. Suffocating creatures suffer -4 to armor class, -4 to hit, -6 to dexterity, one less attack per round, half movement rate, and take 4d8 points of damage per round. A successful saving throw negates all effects but 2d8 points of damage for one round. The effects begin to fade when the creature moves out of the area of effect, although it may take a round for a character to catch their second wind.

value: 2100

 

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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

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