Ball Lightning (Evocation); Bane (Enchantment); Banishment (Abjuration); Barkskin (Transmutation) - Black Isle ICEWIND DALE 2 Manual

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Ball Lightning (Evocation)

Level: Sor/Wiz 5, Talos 5
Duration: 1 round/level
Area of Effect: Caster
Through this spell, the caster creates tiny balls of electricity that can be hurled in combat. The caster can hurl
5 per round - upon a successful ranged touch attack (e.g. an attack that ignores armor bonuses) the ball will
burst and deal 2d6 electricity damage to all creatures in a 5-foot radius. If the caster fails her attack bonus,
the ball will dissipate harmlessly. This spell creates 1 ball per two caster levels up to a maximum of 8.

Bane (Enchantment)

Level: Clr 1, Bane 1
Duration: 1 minute / level
Area of Effect: 25-foot radius
Bane is the reverse of Bless, and lowers the morale and attack bonus of enemy creatures in the area of effect
by -1 for the duration of the spell. Bane counters and dispels Bless.

Banishment (Abjuration)

Level: Clr 6, Sor/Wiz 7, Helm 9
Duration: Instantaneous
Area of Effect: 15-foot radius
Upon completion of this spell all summoned creatures in the area of effect must make a Will save or be
returned to the place it came from. This spell has no effect on creatures that are not summoned.

Barkskin (Transmutation)

Level: Drd 2
Duration: 10 rounds/level
Area of Effect: 1 creature
Barkskin causes a creature's skin to become as tough as bark, granting a +3 armor bonus (+4 at 6th Level
and +5 at 12th level) for the duration of the spell.
Beast Claw (Transmutation)
Level: Drd 2, Rgr 2
Duration: 10 rounds
Area of Effect: Caster
This spell transforms the caster's arms into the claws of a mighty beast, giving the caster a +4 bonus to
strength and the ability to rake an opponent for 2d4 (+ strength bonus) points of slashing damage. The cast-
er can attack twice per round with the beast claws.
Beltyn's Burning Blood (Necromancy)
Level: Sor/Wiz 4
Duration: 1 round/2 levels
Area of Effect: 1 creature
This spell turns a target's blood to flame, doing 3-12 hit points of damage every round and driving the victim
berserk with pain. The target gets to make a Fortitude save every round; if successful, the damage and
Range: Caster
Casting Time: 5
Saving Throw: None
Range: Sight of Caster
Casting Time: 1 round
Saving Throw: Will negates
Range: Sight of Caster
Casting Time: 1
Saving Throw: Will negates
Range: Touch
Casting Time: 5
Saving Throw: None
Range: Caster
Casting Time: 5
Saving Throw: None
Range: Sight of Caster
Casting Time: 4
Saving Throw: Fortitude negates
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