Gate (Conjuration); Gedlee’s Electric Loop (Evocation); Ghost Armor (Conjuration); Ghoul Touch (Necromancy) - Black Isle ICEWIND DALE 2 Manual

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Gate (Conjuration)

Level: Clr 9, Sor/Wiz 9, Bane 7
Duration: 33 rounds
Area of Effect: Special
By means of this spell, the caster calls an outer planar creature to attack his foes and himself if he's not care-
ful. Any creature not under the effects of Protection from Evil will be subject to the demon's attacks. If the
caster fails to protect himself in this manner, the demon will tear the caster and his companions apart, piece
by piece and then feast on the remains.
Gedlee's Electric Loop (Evocation)
Level: Sor/Wiz 2, Talos 2
Duration: Instantaneous
Area of Effect: 5-foot radius
Upon completion of this spell a ring of electricity erupts from the caster, dealing 1d6 electricity damage per
every two caster levels (maximum 5d6 electricity damage) to every creature within the area of effect. In addi-
tion, creatures struck by the ring are stunned for 1 round. A successful Reflex save halves the damage and
negates the stunning effect.

Ghost Armor (Conjuration)

Level: Brd 3, Sor/Wiz 3
Duration: 5 rounds/level
Area of Effect: 1 creature
This spell creates a magical field of force with the strength of chainmail armor (deflection bonus +5). It is
cumulative with Dexterity effects, armor bonuses and shield bonuses. The Ghost Armor spell does not hinder
movement, adds no weight or encumbrance, nor does it prevent spellcasting. It lasts until dispelled or until
the duration runs out.

Ghoul Touch (Necromancy)

Level: Sor/Wiz 2
Duration: Special
Area of Effect: Living humanoid
This spell brings the power of the ghoul to the caster's hands - when a successful touch attack is made, the
victim must make a successful Fortitude save or be paralyzed and be covered with an awful carrion stench for
5 rounds. All creatures within a 10-foot radius of the victim, with the exception of the caster, suffer extreme
nausea and are at a penalty of 2 for attack bonuses, damage, and saving throws. This penalty can be resisted
with a successful Fortitude save every round a creature remains within 10 feet of the victim. Non-living crea-
tures are unaffected by this spell.
Giant Vermin (Transmutation)
Level: Clr 4, Drd 4, Rgr 4
Duration: 10 rounds / level
Area of Effect: Special
This spell summons a small insect to the caster, then enlarges it to giant size, creating a fearsome ally. The
strength and kind of the insects varies according to the caster's level; the higher level the caster, the stronger
the insect that is summoned.
Range: Sight of Caster
Casting Time: 9
Saving Throw: None
Range: Close
Casting Time: 2
Saving Throw: Reflex half
Range: Touch
Casting Time: 1
Saving Throw: None
Range: Touch
Casting Time: 2
Saving Throw: Fortitude negates
Range: Sight of Caster
Casting Time: 7
Saving Throw: None
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