Resurrection (Necromancy); Rigid Thinking (Enchantment); Sanctuary (Abjuration); See Invisibility (Divination) - Black Isle ICEWIND DALE 2 Manual

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Resurrection (Necromancy)

Level: Clr 7, Lathander 8
Duration: Instantaneous
Area of Effect: 1 creature
Restoring life to the dead is one of the cleric's most powerful spells. Resurrection can restore a character to
life with full hit points; the deceased character must be in the party for this spell to work. Resurrection will
not work on someone killed by a Death Spell, Finger of Death, Destruction, or Disintegrate. Unlike Raise
Dead, Resurrection will work on elven characters.
Note that when this spell is inscribed on a scroll, its power and range is diminished. A scroll of Resurrection
only works when invoked at the place where the target died; if the caster leaves the area and attempts to res-
urrect his companion, the scroll will not work.

Rigid Thinking (Enchantment)

Level: Clr 3, Bane 3
Duration: 1 round/level
Area of Effect: 1 creature
The target of this spell must make a Will save or randomly wander, attack the nearest person, or stand confused.

Sanctuary (Abjuration)

Level: Clr 1, Selune 1
Duration: 1 round/level
Area of Effect: 1 Creature
This spell prohibits enemies of the warded creature from taking offensive action against him. While protected
by this spell, the subject cannot perform any action other than movement without breaking the spell's effects.

See Invisibility (Divination)

Level: Brd 2, Sor/Wiz 2, Oghma 2
Duration: Instant
Area of Effect: Sight of Caster
When the wizard casts a See 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.
Seven Eyes (Abjuration)
Level: Sor/Wiz 7, Helm 8
Duration: 20 rounds
Area of Effect: Caster
This spell conjures forth seven magical orbs that float in a ring above the caster's head. Each eye has a defen-
sive 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
Eye of the Sword - This eye deflects the first physical damaging attack that strikes the caster. The eye
Eye of the Mage - This eye absorbs one manifestation of fire, electrical, cold, or acid damage. The eye
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fear. The eye may be expended as the 1st level wizard spell Charm Person.
may be expended as the 1st level wizard spell Magic Missile (5 missiles).
can also be expended as the 3rd level wizard spell Lightning Bolt (4d8 damage).
Range: Touch
Casting Time: 10 rounds
Saving Throw: None
Range: Sight of Caster
Casting Time: 5
Saving Throw: Will negates
Range: Touch
Casting Time: 6
Saving Throw: None
Range: Sight of Caster
Casting Time: 2
Saving Throw: None
Range: Caster
Casting Time: 7
Saving Throw: None
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