Disintegrate (Transmutation); Dismissal (Abjuration); Dispel Magic (Abjuration); Divine Shell (Abjuration) - Black Isle ICEWIND DALE 2 Manual

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mer allies. The spell is limited in the same manner as Charm Person Spell. The spell can affect any humanoid
medium-sized or smaller. Thus, a 10th-level fighter could be charmed, but an ogre could not. A successful
Will save will negate any effect.

Disintegrate (Transmutation)

Level: Sor/Wiz 6
Duration: Instantaneous
Area of Effect: 1 Creature
The spell makes a creature... vanish. When cast, a ball of green energy shoots forth from the caster to the tar-
get, who will be disintegrated unless they make a Fortitude save. This spell works on undead creatures. Even
on a successful save the creature will still take 5d6 points of damage.

Dismissal (Abjuration)

Level: Brd 4, Clr, 4, Sor/Wiz 5, Helm 5
Duration: Instantaneous
Area of Effect: 1 creature
Upon completion of this spell the target summoned creature must make a Will save or be returned to the
place it came from. The creatures Hit Dice his added to his Will save, while the caster's level is subtracted
from it. This spell has no effect on creatures that are not summoned.

Dispel Magic (Abjuration)

Level: Brd 3, Clr 3, Drd 4, Pal 3,
Sor/Wiz 3, Oghma 3
Duration: Instantaneous
Area of Effect: 15-foot radius
A Dispel Magic spell removes magical effects upon anyone within the area of effect. This includes the effects
of spells, potions and magical items. It does not, however, affect magical items themselves. Enemy creatures
are allowed a Will save to resist, friendly creatures are automatically affected.

Divine Shell (Abjuration)

Level: Clr 6, Pal 6, Selune 6
Duration: 1 round/level
Area of Effect: Caster
When cast, this spell surrounds the caster with a defensive maelstrom of energy that blocks or deflects many
attacks. This gives the caster a +6 deflection bonus to AC and a 10/- point damage reduction to most attack
forms: electricity, fire, cold, and acid. It also gives the caster +2 to all of his/her saving throws and immunity
to all missile-based attacks.
Dolorous Decay (Necromancy)
Level: Clr 6
Duration: 10 rounds
Area of Effect: 1 creature
Dolorous decay is a rotting and withering of the body that spreads quickly and painfully throughout the
afflicted creature. Afflicted creatures take 1 point of damage per second (up to a maximum of 60 points of
damage) and are slowed for the duration of the spell. The target creature can resist the disease with a suc-
cessful Fortitude save at a -2 penalty.
Range: Sight of Caster
Casting Time: 6
Saving Throw: Fortitude partial
Range: Sight of Caster
Casting Time: 1
Saving Throw: Will negates
Range: Sight of Caster
Casting Time: 3
Saving Throw: Will negates
Range: Caster
Casting Time: 9
Saving Throw: None
Range: Sight of Caster
Casting Time: 9
Saving Throw: Fortitude negates
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