Inflict Critical Wounds (Necromancy); Inflict Light Wounds (Necromancy); Inflict Moderate Wounds (Necromancy); Inflict Serious Wounds (Necromancy) - Black Isle ICEWIND DALE 2 Manual

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Inflict Critical Wounds (Necromancy)

Level: Clr 4
Duration: Special
Area of Effect: 1 creature
This spell imbues the caster's hands with destructive negative energy that will release when a successful touch
attack is made. This attack deals 1d8 points plus + 1 point per level of the caster of magic damage (maxi-
mum of 4d8 +20). This spell has no affect on undead or constructs.

Inflict Light Wounds (Necromancy)

Level: Clr 1
Duration: Special
Area of Effect: 1 creature
This spell imbues the caster's hands with destructive negative energy that will release when a successful touch
attack is made. This attack deals 1d8 points plus + 1 point of magic damage per caster level (maximum of
1d8 +5). This spell has no affect on undead or constructs.

Inflict Moderate Wounds (Necromancy)

Level: Clr 2
Duration: Special
Area of Effect: 1 creature
This spell imbues the caster's hands with destructive negative energy that will release when a successful touch
attack is made. This attack deals 2d8 points plus + 1 point per caster level of magic damage (maximum of
2d8 +10). This spell has no effect on undead or constructs.

Inflict Serious Wounds (Necromancy)

Level: Clr 3
Duration: Special
Area of Effect: 1 creature
This spell imbues the caster's hands with destructive negative energy that will release when a successful touch
attack is made. This attack deals 3d8 points plus + 1 point per caster level of magic damage (maximum 3d8
+ 15). This spell has no affect on undead or constructs.
Insect Plague (Conjuration)
Level: Clr 5, Drd 5, Rgr 5
Duration: 15 rounds
Area of Effect: 25-foot radius
This spell summons a swarm of creeping, hopping, and flying insects. All creatures within the swarm suffer 1
hit point of damage every round, spell-casting is impossible, and any creatures of 2 Hit Dice or less will
immediately attempt to flee the cloud as quickly as possible - creatures of 5 Hit Dice or less must make a Will
save to remain with the swarm. Undead and constructs are unaffected by insect plague.
Invisibility (Illusion/)
Level: Brd 2, Sor/Wiz 2
Duration: 10 minutes / level
Area of Effect: 1 creature
This spell turns a creature invisible and makes it undetectable by normal vision or darkvision. The spell
remains in effect until the duration has expired, it is magically broken or dispelled, or until the recipient talks
to or attacks any creature. 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).
Range: Touch
Casting Time: 8
Saving Throw: Will half
Range: Touch
Casting Time: 5
Saving Throw: Will half
Range: Touch
Casting Time: 5
Saving Throw: Will half
Range: Touch
Casting Time: 5
Saving Throw: Will half
Range: Sight of Caster
Casting Time: 1 round
Saving Throw: None
Range: Touch
Casting Time: 2
Saving Throw: None
101

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