Icewind Dale Manual
Icewind Dale Manual
Icewind Dale Manual
ICEWIND DALE
Outfitting Yourself . . . . . . . . . . . . . . . . . . 124 Arming Yourself . . . . . . . . . . . . . . . . . . . 126 Magical Items and Treasure . . . . . . . . . . . 128
Tables . . . . . . . . . . . . . . . . . . . . . . . . . . . 132
INTRODUCTION
any tales have reached me of the south, and of the cities and caravans and wonders of Baldurs Gate and the lands around. These things no longer carry the wonder they once did since my journey north, to the Ten Towns. The accomplishments of men seem insignificant here, where all falls within the shadow of the Spine of the World.
There are many tales of the Spine of the World; there are times when I feel it is more a force than a range of mountains one needs only look at them to feel their majesty and their presence. Since my wounding on the battlefield in service to Tempus, I have had much time to reflect on virtues and what is noble in life in fact, I have little else to occupy my time than write since taking my position here in Easthaven. Thus, it has to come to pass that within this volume are my writings on Easthaven, Kuldahar, and the lands around. One of the local leaders, Hrothgar, has gifted me with some of his tales and advice, and I have taken some of his quotes to fill the pages of this volume not all, for were I to record all he says, his ramblings would fill another volume. Nonetheless, there is the wisdom of the battlefield in him, and his words ring true. Heed this volume; know its ways of battle and spells, tactics and movement. What you read here may keep you from deaths door. The path to victory lies in knowing your strengths . . . and using them as a hammer against your enemies. If you are deserving, then may Veiros flank be facing you when the battle is joined.
ICEWIND DALE
THE LEXICON
HOW TO INSTALL AND START PLAYING
To install Icewind Dale, first insert the CD-ROM labeled Icewind Dale Disc 1 into your CD-ROM drive and follow the on-screen instructions. If your Autorun is not enabled, click on the icon representing your CD-ROM Drive under My Computer from your desktop. This will bring up a listing of the files on Icewind Dale Disc 1. Find AUTORUN.EXE and double click to launch in install application. Press the Install button to begin installing. After installing the game, other options will be available on the launch menu: Play. After you have everything set, click on the Play button to begin playing. After viewing the logo and introduction movies, select Create Game to go directly into Character Creation and begin your adventure in the Spine of the World! To start playing again later, select the Icewind Dale application from the Black Isle Studios program group in your Start Menu. View Readme. The readme file contains last minute information and changes that could not be printed in this manual. Please take the time to view the readme file if you are having any problems with this product. Uninstall. When youre ready, the Uninstall option will remove Icewind Dale from your computer, except your saved games. Exit will close the launch window.
ICEWIND DALE
STARTING OUT
You can play Icewind Dale either solo (creating your own party) or multiplayer (adventuring with one or more of your friends, with each of you controlling one or more characters). The following directions regarding character creation and interface apply equally to both types of games, but the means of starting a single-player game and a multi-player game differ.
Single Player Game: When you begin the game, youll be presented with the Main Menu screen. If you wish to start a single player game, make sure the Game Mode at the top of the screen is set to "Single Player" (it should be by default), then select "Create Game," and youll be taken to the Party Formation Screen.
From here, you will be presented with six empty character slots, each with a "Create Character" button. Each of these slots allows you to create a brandnew character by clicking on the button. To create a brand-new character, follow the steps listed in "Character Generation," below.
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Once you have created a character, the empty slot will be replaced with the character's name. You can remove a character by clicking on the name of the character, then on the 'Delete' button on the sub-menu that pops up. Doing so frees up the slot for another character. If you wish to back out of this screen simply select 'Exit.' Click 'Done' when you have created all the characters for your party, and Icewind Dale will begin. For more information on the Party Formation Screen, see page 30. Multi-Player: For details on how to start a multiplayer game, refer to the Multiplayer section on page 34.
CHARACTER GENERATION
Your first task in Icewind Dale is to create your party. When you start the game, youll be presented with the following character creation screen. Follow the steps below; at any point in the process you may press Cancel, and youll be asked if you wish to return to the main game screen. If you find that you dont like some of your choices and wish to back up, simply press the up arrow at the bottom left of the screen.
GENDER
Choose your characters sex, male or female. This has no effect on anything other than your portrait selection and your characters model in the game. When you have chosen your gender, click on the Done button in the bottom right of the screen. (Youll need to select Done after every choice you make below.)
PORTRAIT SELECTION
Choose your characters portrait. If you want, you can import a customized picture of your character rather than use one of the ones provided. For
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information on how to customize your characters portrait, sounds, biography, and behavior, see the Character Record section on page 26.
RACE
Choose your characters race, whether human, elf, half-elf, dwarf, gnome or halfling. The strengths and weaknesses of each one will be described in the text box beneath the choice. Your race may affect certain dialogue choices in the game as well as what class you can be, so choose carefully. If you wish further details on each race, see Races, on page 64.
CLASS
The classes and class combinations available to the race you have chosen will be highlighted. Choose the class you want from the list. The text box beneath the selection box contains descriptions of each class. Multiclassed characters are available to non-humans only and share the traits and restrictions of both classes. Human characters can choose to become dual-class later in the game. Dual-class characters start their adventuring life as one class and then later switch to a different class. When the character chooses to switch classes, the abilities of the former class are unavailable until the character surpasses the level of their former class with the level of their new class. At this time, the abilities of both classes are available at their current level. The character can never advance further in the former class. Only humans can be dualclassed characters. If you wish further details on each class, see Classes, on page 65.
ABILITY SCORES
Six ability scores define your character: Strength (STR), Dexterity (DEX), Constitution (CON), Intelligence (INT), Wisdom (WIS),and Charisma (CHR). They are listed on this screen with the values the computer has randomly determined for your character (the values are calculated as if you rolled three 6-sided dice for each ability, then are adjusted, depending on your characters race). Any class minimums will be automatically selected for the character for abilities that were too low (i.e. if the character needs a 17 charisma to be a paladin, and the computer rolled a 12, then the character will receive 17). You can subtract points from an ability to add to another; however, you cannot lower an ability below racial or class minimums. The text box on the bottom of the screen describes each ability. Reroll your abilities as many times as you want until you get a combination you like.
ALIGNMENT
Alignment defines how your character acts, whether in a lawful or chaotic manner, with good or evil intentions - depending on your choice of class,
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you may not be able to choose certain alignments (paladins must be lawful good, for example, and thieves may not be any lawful alignment, and so on). Each alignment has a caption describing it in detail. Read over each carefully before choosing.
Those who turn their back on their own natures harm themselves as well as others if a ranger or paladin does not uphold their alignment, then they will lose the special abilities of their class.
- Everard
PROFICIENCIES
Every character has trained in a weapon during their life; your weapons of preference are listed on this screen, each one described in the text box on the bottom of the screen. Your class usually limits what weapons you can use and how skilled you can become with the weapons you have chosen (mages, for example, dont have a great weapon selection because theyve been nose deep in books most of their life). As long as their class permits use of the weapon, a character can wield a weapon that they lack proficiency for, but they will incur a penalty on all rolls with that weapon. While most classes only allow you to spend one point in each weapon, fighters, paladins, and rangers are allowed to spend more than one. Every point above one gives them a bonus to their attack rolls, damage rolls, and number of attacks per round. Note, however, that only fighters can assign more than 2 points to a given proficiency. Rangers, paladins, and multi-classed fighters are all limited to 2 points. Dual class fighters may only add points above 2 if they are active in the fighter class.
THIEF ABILITIES
If your character is a thief (or a multiclassed character with thief abilities), you have four thief skills: Pickpocket, Open Locks, Find Traps and Stealth. Each one is described in the text box on the screen. You start out with 30 points to allocate on your thief skills, and 20 points every level after the first. Keep in mind that your Dexterity and your race will affect the starting levels in your thief skills.
SPELLS
If your character is a wizard, priest, or druid (or a multiclassed wizard, priest or druid), you can choose a selection of first level spells you can start the game with. Consult the Spells Section on page 76 if you want more details on the spells youre choosing.
RACIAL ENEMY
Rangers have a hated enemy, a type of humanoid or creature they have dedicated their lives to stopping. When attacking this creature they get a special bonus. Rangers can pick from the following creatures: Cadaverous Undead (ghouls, zombies and wights), Giants, Goblins, Lizard Men, Orcs,
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Salamanders (fire and frost), Skeletal Undead (skeletons, liches), Spectral Undead (ghosts, shadows, wraiths, specters), Spiders, Umber Hulks and Yuan-Ti.
APPEARANCE
Choose the colors that will appear on your characters model. Although your hair and skin color are set in stone after you initially select them, the colors of your clothing can be changed on the inventory screen over the course of the game.
BIOGRAPHY
This button allows you to type in your character's personal biography. You can choose to leave it blank. The biography can be accessed in the game from the "Customize" button in the Character Record screen.
NAME
Last but not least, name your character. Either click on the box or start typing your name. When youre done, press ENTER, or click Done.
IMPORT
This button allows you to import characters you have already created into a new multiplayer or single-player game.
STARTING GOLD
Every character starts with a nest egg, though the value varies according to the characters class. The gold piece ranges include:
Multi-class characters use the class that gives them the best amount of gold (i.e., a mage/thief starts with 20gp-120gp).
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THE INTERFACE
This section describes all the functions of the windows, buttons and menus in the Icewind Dale interface. While many of the features are self-evident when you play, you may want to look over this section for some of the finer points of the interface to make exploring the Spine of the World a little easier.
MOUSE BUTTONS
LEFT-CLICK Left-clicking (L-clicking) the mouse is the equivalent of an action button. It can perform the following functions:
Selects a character or a portrait (if a character or group was selected before, this character or group is unselected and the new character is selected instead). If the SHIFT key is held down while L-clicking on various characters on the field or on the portraits, multiple characters are selected. If the CONTROL key is held down while L-clicking on unselected characters, the characters will be added to the current character selection. Double clicking on a portrait centers the view on that character. Pushes buttons selects action for the character: guard, talk, attack (click on weapon),etc. Casts spells and uses items once they have been selected. On terrain, walks selected character(s) to targeted location (note: use R-click to move in formation mode). L-click and drag on terrain or portraits selects multiple characters (creates draggable selection box). Picks up items with current selected character(s). If more than one character is selected, the top-most portrait (the leader) walks over to and picks up the item. L-click and drag on a portrait moves that portrait in the group order inserts into space between characters you move portrait to. On the clock pauses and unpauses the game.
RIGHT-CLICK Right-clicking (R-clicking) the mouse has a variety of functions, usually related to information, canceling actions, and formation control. Rightclicking performs the following functions:
On a portrait brings up that characters Inventory Screen. On an item or spell on inventory or spell page brings up the appropriate Item or Spell properties screen.
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Cancels current actions - either attacks or spell casting. On a monster or non-player character (NPC) or after clicking on a selected character plays selection sound for that character or monster. On terrain - selected character walks there in formation mode (R click and hold, and drag, rotates the formation if more than one character is selected). On Quick Weapons, Quick Spells, Quick Items, and Group Formations slots allows for the configuration of the slot type. After R-clicking, the current options for that quick slot will appear. You can select one for the slot by L-clicking on it.
MOUSE MOVEMENT The main game area will scroll up, down, left or right if you move the mouse to the edge of the screen, either in windowed or full screen mode. This also occurs if you use the number pad arrow keys.
AI On/Off
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MAIN GAME AREA Youll be seeing this screen the most while playing Icewind Dale. The mouse clicks and other buttons do the following on this screen:
L-click selects characters; also, a L-click and Shift or L-click and Ctrl combination will select or select/deselect multiple characters; also, a click and drag on the main game area causes a box to be drawn and any character inside will be selected (this may be used with the Shift key add to the selected characters, or Ctrl, to remove characters). L-click gives commands (see buttons, below) to the selected character(s). R-click cancels an action and also does formation rotation and movement when a group is selected. (R-click and hold to rotate a formation.) Note that the cursor changes when moved over objects or characters or NPCs to indicate the default action. The default action mode can be changed by L-clicking on the buttons at the bottom of the screen. Action Cursors Action cursors pop up when you can perform certain actions. If a given cursor is selected it may be changed by clicking on a different action button, by hitting ESC, or by L-clicking an area where the cursor has no effect (e.g. a non-object or the interface border). Casting spells is cancelled by a R-click, or finished by a L-click on a creature or area (depending on the type of spell). Select: You can select the character. Move: You can walk on this point, if you can reach it (there may be a door or other obstacle in the way).
Blocked Location: You cannot walk on this point. Travel: If you move here, you will leave the map. Doors: Opens or closes the highlighted object. Enter: Walk through the entry or hallway. Stairs: Go up/down staircases. Pick up Item: Pick up an item. Attack: Attack a target creature you click on. Unlock: Use thief skills to unlock a locked object.
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Remove Trap: Your thief can try to remove this trap from the highlighted area. Pickpocket: Your thief can attempt to steal from the selected character. Spell: You are going to cast a spell. Info: You can left-click on this area to receive information text about it.
Rotate Formation: You can rotate the partys formation. Change Order: You can swap two characters position. Use Item: You can use the highlighted object (lever, switch, etc.) The Fog of War: Most actions cannot be performed in areas that you cannot see. Every character can see a certain distance away from them, and anything beyond that is called the fog of war (i.e., the area is blacked-out or gray-shaded). This means your characters cannot see around a building until they move to the corner, and that they cannot see through walls.
BOTTOM MENU BUTTONS Unlike the left and right menu buttons, the bottom menu buttons are not static. They change depending on the currently selected character and if more than one character is selected. The buttons on the bottom menu break down as follows:
2 Action Buttons (F1-F2 hotkeys) The two left-most buttons do the following: Guard/Protect: Protects either an area or another character. If this mode is selected, the desired ground area is L-clicked, and then the cursor is dragged, a circle will appear; this represents the area that will be guarded. The character will move freely within this area but will not leave it. He will respond to attacks but will not leave the guard/protect area until moved somewhere else or if told to guard/protect another area. If a character is selected to be protected, the character will be followed and any creatures attacking the character will be attacked. If the Guard/Protect mode is chosen but the cursor is not Lclicked and dragged, the character will remain stationary and will not move, though he will respond to attacks. Dialogue: This selects the dialogue cursor, which will initiate dialogue if L-clicked on any friendly or neutral creature.
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5 Character Buttons (F3-F7) The five middle buttons break down according to class:
Class
Fighter Paladin Ranger Wizard Cleric Druid Bard Thief Fighter/Thief Fighter/Cleric Fighter/Wizard Wizard/Thief Cleric/Wizard Cleric/Thief Fighter/Druid Cleric/Ranger Fighter/Wizard/Cleric Fighter/Wizard/Thief
Slot1 (F3) Slot2 (F4) Slot3 (F5) Slot4 (F6) Slot6 (F7)
Quick Weapon 1 Quick Weapon 1 Quick Weapon 1 Quick Weapon 1 Quick Weapon 1 Quick Weapon 1 Quick Weapon 1 Quick Weapon 1 Quick Weapon 1 Quick Weapon 1 Quick Weapon 1 Quick Weapon 1 Quick Weapon 1 Quick Weapon 1 Quick Weapon 1 Quick Weapon 1 Quick Weapon 1 Quick Weapon 1 Quick Weapon 2 Quick Weapon 2 Quick Weapon 2 Quick Spell Turn Undead Quick Weapon 2 Bard Song Quick Weapon 2 Quick Weapon 2 Quick Weapon 2 Quick Weapon 2 Find Traps Turn Undead Find Traps Quick Weapon 2 Turn Undead Quick Weapon 2 Find Traps Quick Weapon 3 Quick Weapon 3 Quick Weapon 3 Quick Spell Quick Spell Quick Spell Thieving Find Traps Find Traps Turn Undead Quick Spell Thieving Quick Spell Thieving Quick Spell Stealth Turn Undead Thieving Quick Weapon 4 Turn Undead Stealth Quick Spell Quick Spell Quick Spell Quick Spell Thieving Thieving Quick Spell Quick Spell Stealth Quick Spell Stealth Quick Spell Quick Spell Quick Spell Stealth Cast Spell Cast Spell Cast Spell Cast Spell Cast Spell Cast Spell Stealth Stealth Cast Spell Cast Spell Cast Spell Cast Spell Cast Spell Cast Spell Cast Spell Cast Spell Cast Spell
Quick Weapon: These slots correspond to the quick weapon slots on the inventory page. Load a weapon into these slots (R-click to choose that weapon) and it will appear in the relevant slots here. Find Traps: This is a mode that thieves can choose; they will continue to look for traps while it is active. If an action other than movement is selected for that character, this mode ends. Thieving: This includes pick pockets, open locks, and remove traps, depending on the target chosen. Stealth: Thieves can choose this mode, and if successful they become almost invisible. The next attack of the thief, if successful, is a backstab, and this will cause either double, triple, or quadruple damage depending on the level of the thief. Moving into the light or launching an attack can cause the hide to fail. Turn Undead: This is a mode that clerics can choose (the cleric persists in turning undead until an action other than movement is selected). Clerics in this mode will attempt to turn undead creatures
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(if successful the undead run away for a time, or may be destroyed if the cleric is powerful enough). Evil clerics using this ability may actually be able to gain control over some undead creatures. Cast Spells: Available to clerics and wizards. It pulls up the memorized spell list of the cleric or wizard and the cleric or wizard can cast a spell from this list. Quick Spells: These are configured by R-clicking on the Quick Spell slot - this brings up a list of all currently memorized spells. Once configured, the spell is ready for use at the push of the appropriate button or by L-clicking on that slot. Bard Song: This is possible by Bards the bard character will begin playing a song, which continues until any action other than movement is selected for that bard. While the song is playing, the party morale and luck is higher. (Luck decreases attack rolls and damage caused by enemies). 4 Item buttons (F8-11) Use Item: If L-clicked, allows you to use any item with usable properties that you are wearing. Quick Item (x3): You may ready any item in the personal inventory for quick use by R-clicking on any of these three slots and selecting from all items held personally to configure that slot (much as per Use Item). This is analogous to the usage of quick spells. If an item is used up or dropped or traded it must be removed from the quick item slot(s). If using an item causes a spell to be cast which must be used on a character or monster or terrain, the cursor will change accordingly and you must L-click on the target to use the item. R-clicking will cancel use. Weapons with magical powers can have their magic powers configured in the quick items slots, but not the quick weapons slots (only weapons with physical attacks go into the quick weapon slots). Special Abilities button (F12) Some classes, such as paladins and druids, have special abilities. Clicking on this button brings up a characters special abilities: Cure Disease: Paladins have the ability to cure disease once per day. This is identical to the 3rd level priest spell, Cure Disease. Lay Hands: Paladins can magically heal a target of their choice. Laying on Hands heals 2 hp per level once per day.
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Shapechange: This is possible by high-level druids (level 7). This allows them to turn into a polar bear, winter wolf, or boring beetle..
BOTTOM MENU GROUP BUTTONS When more than one character is selected, you get a new set of buttons along the bottom of the screen:
Guard/Protect, Dialogue, and Attack are analogous to the buttons for a single selected character. Stop: Stops all current party actions. Quick Formation buttons: Formations form in the same order as top down on the character portraits bar (top character is #1 in formation, and down the list). If less than six characters are selected, they will form up to the number of characters selected, filling in the first, second, third, etc. formation slots until done. Formation movement is accomplished by Rclicking and holding (for rotation of the formation), or L-clicking, both only when a group is selected. Quick formations work analogously to quick spells, quick weapons or quick items. They allow for real-time tactical combat: pull your mage into the middle of your party, or advance your fighters to the front quickly by using the formations. The quick formation slots are configured via a R-click which brings up all available formations; L-click selects one as the formation for that quick formation slot. L-click subsequently on that button selects the current party formation. Movement into formations is then achieved by L-clicking the terrain in the game, or by R-clicking and holding, to rotate the formation.
RIGHT MENU BUTTONS On the bottom right side of the menu are the following buttons:
Select All: Selects or unselects all six characters. AI on/off: Turns a characters (or group of characters) AI on or off. Characters with AI turned off will not react to their environment unless manually controlled and will not move or otherwise do anything unless dictated by their unmodifiable section of script (the portion that players are unable to change, representing the personality of that character). Rest: When you select the Rest button on the world screen, you're entire party will rest until everyone is at full health. When you select the Rest button on any other screen, you will be presented with three options: normal Rest (8 hours), Rest Until Healed (rest until
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everyone is at full health) and Cancel. When you select Rest or Rest Until Healed and confirm, time will pass in the game, and your characters will heal and regain their spells. Keep in mind that resting is normally allowed only in inns, outdoor areas (provided all the monsters in the vicinity or on the map have been slain), or with permission from a local resident. It is possible that you will be attacked while resting in certain areas if a group of wandering monsters chances upon your party. Character Portraits: The character portraits select that character if L-clicked upon; if R-clicked, they bring up the inventory page for that character. Character Portrait Status: The colors of the character portraits indicate if they are being attacked or taking damage from poison (flashing red), or dead (darker gray). Damage to the character is represented on the character portrait as a red bar (i.e. the portion of the portrait that is the normal color is the portion of hit points still remaining to the character). If you move your cursor over the portrait of a character, the hit point total and the name of that character will appear. In addition, there is a default hot-key command that displays the party's current health and maximum health, just by pressing the . key. The current health/max health appears on the character portraits in the game.Character portraits will also display status icons (if your character is Charmed, Held, etc.) as well as the level up icon if one of your characters has enough experience to advance to the next level. Character Portrait Order: To change the order of characters in your party, drag and drop their character portraits to exchange them in the party order. For example, to switch the order of Char1 and Char2 left-click on Char1, hold down the mouse button, then move the cursor over Char2. Release the mouse button and Char1 and Char2 should switch places.
LEFT MENU BUTTONS The buttons down the left side of the interface give you direct access to the various interface screens in the game. The buttons are as follows:
Return to Game Map Journal Inventory Character Record Each of these buttons takes you directly to the interface screen for the character selected. If the entire party is selected, the appropriate screen for the party leader will come up. Mage Spell Book Priest Scroll Options Party Formation/ Character Arbitration
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Clock This picture represents the passage of time in the game. L clicking on this button has the same effect as pressing the space bar it will pause and unpause the game.
TOOL TIPS Tool Tips are the small information windows that pop up whenever you leave your mouse cursor over any object in the game for a period of time (including buttons, characters, items, signs, and so on). The time it takes the tool tip to pop up is set in the options; to bring up the Tool Tips instantly, press the Tab button. DIALOGUE WINDOW Youll be speaking to a number of people in Icewind Dale over the course of the game. To initiate dialogue, simply left-click on the dialogue action button, then select the person you want to speak to. You cannot speak to anyone with a red circle (the red circle means theyre hostile and dont want to talk to you).
Dialogue occurs with the selected character only; changing the character who is having the dialogue is not possible until dialogue is exited and restarted with a new character selected. If multiple characters are selected, the top-most selected character (in the portraits on the right side of the screen) is the one who initiates the dialogue. There are three sizes to the dialogue window: small, medium and large, which can be adjusted with the side buttons. The small and medium sizes may be expanded to the large size during game play by L-clicking the small up button at the right side of the dialogue window. There is a scroll bar at the right of the dialogue window that may be used to scroll up or down in the dialogue queue. When you speak to someone, you will be presented with a list of numbered options for what to say in red. You can either L-click on what you want to say from the list, or hit the number of the response you want to choose. Keep in mind that your options can vary depending on your characters statistics (Intelligence, Charisma), their class, and their race. When more text scrolls up in the window than can be read at once, or when dialogue is paused to give you a chance to read the text, you can L-click anywhere in the dialogue window to view more text. The text that has been already read can be reviewed with the scroll arrows on the right (up or down). During dialogue the character who is talking has his portrait highlighted and will flash in the main game area. The NPC being spoken to will also flash. Keep in mind that there are points in the game where even a character who is hidden or invisible will still be seen and spoken to in order to allow the advancement of the plot.
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STORES, INNS, TAVERNS, AND TEMPLES All the stores in Icewind Dale use a similar interface for the buying and selling of goods, information, and services. When you speak to the owner of a store, a panel will replace the bottom portion of the screen with buttons for the various services offered. These services include:
Rent Rooms: Inns usually have four different types of rooms that the player can use to rest at night, ranging from peasant rooms to noblemans lodgings. The more expensive the room, the more youll heal while you rest. Buying and Selling: This screen is broken into a Buy window and a Sell window. Items the store offers are shown in the Buy window. Items from the characters inventory are shown in the Sell window. To buy an item, L-click on it in the Buy window. The item icon will become highlighted, but will not be purchased until you L-click Buy at the bottom of the window. You may select multiple items and the total for all selected items will be shown next to the Buy button. The Sell window works the same way, although the shopkeeper may not want to buy the items in your inventory (unwanted items are gray-shaded). Items unusable by the character are shaded red. Note that prices in stores can vary according to the Charisma of the buying or selling character, and it can also vary based on how many items of a particular type the store already carries. (If Pomab in Pomabs Emporium already has fifty goblin battle axes, and you bring him another, then chances are, you wont get top dollar for it.) Drinks and Rumors: Bartenders and innkeepers are good for buying drinks and catching up on the local gossip. Items offered at a bar vary from expensive liquors to cheap ales. Upon ordering a drink, the proprietor may share rumors he has heard lately. Be careful, however, as your characters can become intoxicated if they drink too much and the bartender wont hesitate to cut you off. Steal: Thieves can attempt to steal items from a store. The Steal screen works the same as Buying and Selling, except that no gold is exchanged. When an item is selected to be stolen, the thiefs skills are checked - if successful, the item is added to the thiefs inventory; if unsuccessful, prepare for the guards to come busting in. Donate: You can donate money at a temple by selecting this option. When you donate, you may hear a rumor from the priest, and the partys reputation may be increased depending on the amount of gold donated. Purchase Healing: Temples usually offer healing services for a price. A menu will appear showing the services offered and the price. Select
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the service you wish to receive and select the character who needs the healing. Identify: Shops and Temples can usually identify more items than your characters, at a cost of 100 gold. If you cannot select the item from the list, then the proprietor cannot identify the item.
CONTAINERS Certain items and containers can be picked up or opened; these are identified with a blue highlight when you move the cursor over them. Lclick will allow you to open a container, and a new panel will appear at the bottom of the screen. The left side of the panel shows the items that are on the ground or in the container and the right side is a small portion of the selected characters inventory. Clicking on items on the left side of the panel moves the items from the ground or container into the characters inventory. If the characters inventory is full, the item will not be transferred.
This process can be reversed. Items can be moved from a characters inventory into a container or onto the ground by L-clicking on them in the right side of this panel. Note that items added to a characters inventory will automatically stack with others of the same kind.
L-clicking the map button brings up the map the selected character(s) are on. Areas that have been visited are lit up, areas that havent are dark. The character(s) current position(s) are shown on the map by dots. World Map Clicking on the World button on the Area Map brings up the World Map. An icon above the appropriate map shows your characters current location.
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Usually only the areas visited thus far on the world map will be shown. Note that you cannot travel between areas unless you either know about them or you have traveled to the edge of the current area and brought up the world map with the Travel icon. To move to another area, highlight the area and click on it. Note that your World Map will occasionally be updated through dialogue and events in Icewind Dale, allowing you to access more areas.
JOURNAL The journal is a diary of your adventures. Itll automatically make notes of important people, plot points, quests and the completion of quests so you can refer to them later. INVENTORY SCREEN DESCRIPTION The inventory page can be accessed by L-clicking the Inventory button on the left of the screen or by R-clicking a Character Portrait. Items in your inventory will be shown with either a red or blue tint. Red items are not usable by the characters holding the item. Blue tinted items are magical but have not yet been identified. Items with a blue outline are magical items that have been identified.
Quick Weapon Slots Character Name Character Class Armor Class Hit Points (current/ maximum) Group Gold Ammunition Character Appearance Weight Carried Max Weight Ground Slots Quick Item Slots Personal Inventory
Paper Doll
The middle of the screen is taken up by the Paper Doll representation of the character. Along the bottom of the screen is the characters personal inventory and encumbrance. Items can be dragged and dropped to be equipped on the Paper Doll, or dragged and dropped onto other characters portraits to give the item to another character. Stackable items can be unstacked by double L-clicking on the item. Unstacked items can be stacked by dragging and dropping them on top of each other.
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Items placed in the Ground slots will be dropped at the characters feet and can be picked up from the main game area. The group pool of gold is shown on this page as well. Encumbrance Each character can carry only a certain amount of weight, determined by their Strength. Exceeding this weight causes the character to move slower or stop completely depending on how overloaded they are. The characters current weight load is shown next to the Personal Inventory. The Paper Doll Inventory: Equipped Items There are 16 distinct areas in the equipped items section: helm, armor, bracers, cloak, amulet, L ring, R ring, gauntlets, boots, up to 4 weapons (R hand, from which the quick attacks are chosen), the quiver (of up to 3 sets of ammunition), and the shield slot (L hand). Quick Weapon Slots The weapons put into the quick weapon slots determine the quick attacks available (these slots are like a bandolier of weapons available - for a mage, this could hold a dagger, for a fighter it could be a crushing weapon to use against undead, a bow for distant encounters and a sharp edged weapon for close combat). When a new weapon is put into the weapon slots on the inventory page, it generates a default quick attack in the quick attack button for this character at the bottom of the main interface screen. Only one bow or crossbow may be equipped at a time. Both bolts and arrows may be in the quiver but only those usable by the current equipped weapon appear as quick attack choices on the main interface screen. A shield may be equipped only if no 2-handed weapons are present in the weapon slots. If a 2-handed weapon is in one of these slots, the shield is not equipable and a message to this effect appears in the inventory message line: Cannot equip (2-handed weapon in use). A similar message is displayed if a shield is equipped and the player tries to move a 2-handed weapon into one of the 4 weapon slots: Cannot equip (shield in use). Quick Item Slots These slots represent miscellaneous items that are kept at the ready (potions, for example). These items can be accessed easily during combat (similar to Quick Weapons above). Healing potions are great candidates for these slots. Personal Inventory This is your backpack. You can carry only 16 different items or stacks of items, regardless of your encumbrance.
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Items Property Page If an item is R-clicked upon, the view changes to the Items Property page. This page contains the items icon, description and picture. Characters with high Lore abilities can automatically Identify certain magical items. If the item is currently unidentified, there will be a button to allow you to try to magically Identify it with a scroll or a spell. Potions may be drunk from this page. If the item is a scroll, wizards will have the opportunity to try to Write Magic and add the scroll spell to their spell book. Certain magical items may even have special Abilities that can be accessed from this page including the ability to configure the items magical powers. Character Appearance Clicking on the colored boxes will allow you to pick from a palette of colors for your character to use for clothing colors. You can change these at any time. Rest L-click on this button to rest your characters. Some areas are better suited for resting than others, so select your campsite carefully. Resting is normally allowed only in inns, outdoor areas (provided all the monsters in the vicinity or on the map have been slain), or with permission from a local resident.
CHARACTER RECORD
The character record page shows all the vital statistics and abilities of the selected character. Dual-Class This page is available to human characters only after 2nd level you can convert a character to dual-class. When you choose dual-class, a new interface screen will come up where you can choose the characters new class. Paladins and bards are not allowed to
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dual-class. The character must meet the minimum requirements for the new class in all areas, including statistics and alignment. The character must have at least a 15 in all the prime requisites of his first class, and 17 in those of the second class. The dual-class page is similar to the character generation page making a character dual-classed is almost like starting a character over. As a new dual-classed character, the character starts with only the 1st-level abilities and restrictions of his new class, though he retains his hit point total from his prior class. After a character becomes dual-classed, he can only use the abilities of his new class until he surpasses the level of his original class, at which point he can freely use the abilities of either class. No further advancement is ever allowed in the first class, all further development is in the new class. Level Up This button is dimmed until the character gains enough experience points to gain a level. When the player clicks the Level-Up button, a level up screen will be shown. All changes to the character sheet are highlighted. For a thief or bard, the player must distribute new thief skill points. A new proficiency slot requires a player to choose a weapon proficiency. Information This page allows you to compare how the characters in your party are playing, including stats such as number of kills and favorite weapon. Customize This page allows you to change a characters appearance, voice, biography, clothing colors, or scripts (the computer code that controls behaviors/ reactions to situations). Custom Portraits: The measurements for player portraits are 36x58 pixels for the small ones (8-bit color only) and 110x170 pixels for the large ones. Put these in the Portraits directory (in the install directory for the game) and add an S to the end of the small portrait name and an L to the end of the large portrait. The names must be 1-7 letters long, maximum. For example: XXXXXXXS.bmp for small (36x58, 8-bit) XXXXXXXL.bmp for large (110x170, 24-bit) For multiplayer, each player must have a copy of the portraits; otherwise they will see a blank icon where the other players custom portraits would be. Custom Sound: If you want your character to have customized sounds, the following is a list of the WAV files required to create custom sound personality sets. In the Sounds folder located in the directory in which Icewind Dale is installed in, you will need to create a subdirectory that is used to store your new character personality. The new folder can be up
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to 32 characters in length. This folder will be displayed in the game as one of the voice set options. Below is a listing of all the required voice sounds that are needed in that new subdirectory. Replace the xxxxx with a unique name that would not be used in other subdirectories. For example, mysnd01, mysnd02, etc. As long as the xxxxx is unique, the voice sounds will show up and work properly with Icewind Dale. All of the sound files must be 22 kHz, 16-bit , mono WAV files.
xxxxx01.wav: xxxxx02.wav: xxxxx03.wav: xxxxx04.wav: xxxxx05.wav: xxxxx06.wav: xxxxx07.wav: xxxxx08.wav: xxxxx09.wav: xxxxx10.wav: xxxxx11.wav: xxxxx12.wav: xxxxx13.wav: xxxxx14.wav: xxxxx15.wav: xxxxx16.wav: xxxxx17.wav: xxxxx18.wav: xxxxx19.wav: xxxxx20.wav: xxxxx21.wav: Morale Failure 1 Morale Failure 2 Battle Cry 1 Battle Cry 2 Battle Cry 3 Battle Cry 4 Battle Cry 5 Becoming Leader 1 Becoming Leader 2 Tired 1 Tired 2 Bored 1 Bored 2 Hurt 1 Hurt 2 Selected Common 1 Selected Common 2 Selected Common 3 Selected Common 4 Selected Common 5 Selected Common 6
xxxxx22.wav: Selected Common 7 xxxxx23.wav: Selected Action 1 xxxxx24.wav: Selected Action 2 xxxxx25.wav: Selected Action 3 xxxxx26.wav: Selected Action 4 xxxxx27.wav: Selected Action 5 xxxxx28.wav: Selected Action 6 xxxxx29.wav: Selected Action 7 xxxxx30.wav: Selected Rare 1 xxxxx31.wav: Selected Rare 2 xxxxx32.wav: Selected Rare 3 xxxxx33.wav: Selected Rare 4 xxxxx34.wav: Being hit 1 xxxxx35.wav: Being hit 2 xxxxx36.wav: Being hit 3 xxxxx37.wav: Dying 1 xxxxx38.wav: Dying 2 xxxxx39.wav: Reaction to
partymember dying 1 xxxxx40.wav: Reaction to partymember dying 2
Custom Biography: You can customize your character's biography with the customize button. Simply click on the text and edit it. You can also choose to export the file and share it with others. See the readme file for more details. AI Scripting: For information on creating custom AI scripts please read the ScriptCompiler.doc located in the ScriptCompiler Directory located on CD 1. You can read this file using either Microsoft Word or WordPad. Export This allows you to save the characters file to your computer for use in other games of Icewind Dale. The characters current status will be saved, including hit points, experience points, level, class, inventory, etc.
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Output Text File Clicking this button will cause your character's statistics to be outputted to a text file. The text file name will be the same name as your character. The text file will go into the directory of your current save game, or, if you haven't saved your game yet (you've just started a new game, for example), then it will go into the "Default" folder under saved games.
These screens are where you choose your mage and priest spells. The spells your wizard or priest knows are shown on the right. If you R-click on a spell icon, a display page will come up with a spell description. To memorize a spell, L-click on it. The spell appears on the left in the memorized area, but remains shaded (and unusable) until the character has a chance to rest. (See the Rest button on page 19). Spells can only be cast when they are memorized. The memorized spells of the wizard or priest are shown on the left. Every time the spell caster sleeps he will memorize the spells in this area, allowing them to be cast. If the memorized spell area is full and you want to memorize a different spell, L-click on the spell, and it will vanish.
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This screen allows you to change your party configuration (it is also called the Character Arbitration screen in multiplayer, see page 34 for details of how this screen works in multiplayer). On this screen you can delete characters, import new characters, or in multiplayer games, change the permissions for each character. Each created character is identified by name. By clicking on the name (or on the empty box) a sub-menu pops up that will allow you to either delete (if there is a character already in the slot) or create a new character (if the slot is empty). If you delete a character, they are gone and lost forever. Importing a new character is done by selecting Create and going through the character generation screen. If you choose to import a character into Icewind Dale, the character will start at first level.
OPTIONS SCREEN Save, Load, and Quit: These buttons allow you to save games to your hard disk, discard your current game and load a previously saved game, and quit to the main menu.
Graphics: Brightness/Contrast adjusts the brightness and contrast of the display. Color Depth toggles your display between 16, 24, or 32 bit color. The other graphic options on this page should be used only if Icewind Dale is not displaying correctly on your system. Please refer to the Readme file for the latest information on how to correct any display errors. Static Animations: This option toggles the background animations in the game. Turning them off will improve performance. Translucencies: This option toggles translucencies on and off. Certain ghosts and shadows are translucent, but they will be made solid when this toggle is on. Spell effects will not be translucent, but this should improve performance on slower machines.
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Transparent Shadows: This option enables transparent shadows beneath the characters. Disable this option to increase game performance. Sound: This menu allows you to adjust the volumes of various sounds in the game independently. Select Sounds toggle some specific sound effects on/off and set the frequency which your characters verbally respond to your orders. Environmental Audio: This option uses the Creative Environmental Audio technology to increase the realism of your audio environment. You must have a sound card with EAX technology to enable this option. (E.g. SBLive.) Gameplay: Tool Tip Delay adjusts how quickly the Windows Tool-Tip pop-up help appears. The left of the slider is the briefest period of time. Note: You can always make the tool tip appear instantly by hitting the Tab key. Mouse Scroll Speed adjusts how quickly the screen scrolls across the game world when the mouse is at the edge of the screen. Keyboard Scroll Speed adjusts how quickly the screen scrolls across the game world when the number pad arrow keys are used. Difficulty adjusts the games difficulty. Note: There is an experience point penalty for reducing the difficulty of the game below neutral. There is not a bonus for playing more difficult games. Dither Always: Allows your characters to dither through obstacles that would normally obscure them. Group Infravision: Enables infravision if any character in the selected group has the infravision ability. Weather: Disable this to remove all weather effects. This may improve performance on some lower end machines. Max HP/Level: This toggles the random roll for hit points for level increases on and off. If this is on, then the character always receives maximum hit points when leveling up. If this is off, then extra hit points are determined randomly when the character levels up. Gore: This toggles on/off the blood and excessive damage and death animations in the game. Feedback modifies the frequency that markers and locators appear in the game, and turns on and off the various messages that come up during the game. Note that you can ask the game to display the to-hit rolls in your Feedback settings (for explanation of the to hit roll, see Combat on page 57).
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When it does, it will display the rolls on each attack in the dialogue window in the following format: X = base to hit Y = any +s to hit Z = total to hit roll Y is the total non-character related bonuses/penalties. These include spell effects, fatigue and the like. Strength, Dexterity, and magic weapon bonuses and penalties are applied directly to the characters THACO. Auto-pause allows you to set various conditions under which the game will automatically pause. X+Y=Z
MISCELLANEOUS INFORMATION
Fatigue: A character can operate at peak efficiency for 24 hours game time (2 hours real time). For every 4 hours beyond 24, however, the characters will receive a cumulative -1 to all of their rolls until they rest. Intoxication: Drinking affects your statistics. The average character can down about 5 drinks before becoming intoxicated although this amount may vary depending upon the characters Constitution. Intoxicated characters gain a bonus to Morale, but a penalty to almost everything else, including attacks, damage, and attack speed. The greater the level of intoxication, the greater the bonus/penalty. The effects of intoxication diminish over time, so if the morale boost isnt worth it, sleep it off.
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Infravision: Some characters and monsters have infravision. Infravision allows a character to see better in the dark by revealing the heat of objects. Effects of Wearing Armor: If you are a dual-class or multi-classed character and one of your classes has an armor restriction (thief, mage, and so on), your menu options may change if you put on armor one of your classes cant use. Different buttons may be dimmed in the bottom panel depending on what your characters are wearing (thieves cant use their thief skills while wearing plate, and mages cant cast spells). Even if a multiclass or dual-class wizard is wearing armor, however, he can still memorize spells, he just cant cast them until the armor is removed.
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MULTIPLAYER
The Icewind Dale multiplayer game is identical to the single player game at least in terms of game content. The main differences between the single and multiplayer games relate to who is playing in the game in the single player game, you create all six characters. In a multiplayer game, between one and six players may adventure together, cooperatively controlling the characters. A few definitions are in order. The leader is the player who controls such things as who can join, what kinds of characters can be brought into the game, and what abilities the players who are in the game actually have (in terms of game play see Permissions, below). The leader can control one or more characters in the game, and has the ability to assign characters to the other players. The server is the computer (usually, but not necessarily, the leader's) which coordinates the various game-states of the client machines of each player. A player is one of the people who controls one or more characters in the game. A character is an alter ego, analogous to the characters of the single player game, which is controlled by one player in a multiplayer session.
STARTING OUT To start a multiplayer game (also known as a session), first youll need to select a multiplayer game mode. To do this, youll need to change the Game Mode on the main menu screen from Single Player to a multiplayer status. This can be done by clicking on the Game Mode button on the Main Menu, which will bring up a Protocol Screen that lists the type of multiplayer connections available to you. PROTOCOL There are several buttons you can select from the protocol screen.
Single Player: This resets the game mode to single player. IPX: When you choose this option, youll be shown a list of IPX sessions once you select "Join Game" in the Main Menu (see "Joining a Game," detailed later on). TCP/IP: When you choose this option and return to the Main Menu to join a game (see "Joining a Game,"
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detailed later on), a connection screen will come up in which you can enter the host address you wish to connect to. Once you do this, you will be connected to this session if its available. On local area networks, TCP/IP has an auto-detect feature to automatically set up games. Modem: If you choose a modem connection, youll need to select the Properties button at the bottom of the screen before joining or hosting a game. Selecting the Properties button will bring up a popup menu where you can configure the COM port and speed of your modem. When you return to the Main Menu to join a game (see Joining a Game, detailed later on), you can enter the number that you want to dial; once you have dialed the number, youll be connected to that game. Serial (null modem): If you choose serial connection, youll need to select the Properties button at the bottom of the screen before joining or hosting a game. Selecting the Properties button will bring up a popup menu on which you can select the COM port of the null modem cable that youll be using as well as the port connection speed. Properties: For some of the options above, simply selecting the type of game is only the first step. Once youve selected the type of connection you want, youll need to click on the Properties button to configure the connection. When you have selected the type of connection you want, then click Done at the bottom of the screen, which will return you to the main menu. From there, you can either choose to host a game or join a game already in progress.
JOINING A GAME Once you have selected the type of multiplayer connection you want, youll need to return to the Main Menu. From there, you have the option to create a brand new multiplayer session by clicking on the Create Game button, or to join a game another player is hosting by clicking on the Join Game button. Whether creating the session or joining it, the next screen that appears is the Character Arbitration Screen, below. CREATING A GAME If you choose to create a game which other players can join, you will see a popup window appear, on which are spaces to fill in the session name, the player name, the password (optional), and buttons to create a new game or pre-generate a character. If you choose to create a new game, you must fill out the spaces for the session name and the player name.
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The pre-generate character button allows you to quickly set up a generic character for import before the multiplayer session begins, for players that want to jump right into the action. Pre-generating a character will take you to the Character Generation Screen and allow you to quickly make a character (see Character Generation, discussed earlier). After you have created your game, you will proceed to the Character Arbitration screen. When characters join your session (at any point in the steps outlined below, or for that matter in the actual game) the leader is notified. The leader has the ability to stop listening to requests to join (this is set in the Player Permissions window, described below).
CONTINUING A GAME If you are the host and you wish to continue a multiplayer game that you have save games for, simply select the type of multiplayer connection you want, then return to the Main Menu and select Load Game. Players not hosting a game can simply join this game once its loaded. CHARACTER ARBITRATION
The character arbitration screen is where players are assigned control of character slots and create the characters they will play in the game. From this screen, the leader also controls Permissions and other options for the game.
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The player running the server is initially assigned as the leader of the party. As the leader, he or she has the ability to assign character slots to the players in the session. This is achieved by L-clicking on the player name slots, after which a panel will pop up with the names of all players currently in the session. Control of a slot may be assigned to any player. On the Character Arbitration screen, characters may be loaded into a slot in by the player who controls that slot. This is done by clicking on the Create Character button. The Characters in Multiplayer Sessions The characters in multiplayer may be created from scratch or may be imported into the game using the Import button. The character is created on the exact same screens as in the single player game (see page 8), subject to the restrictions set out by the leader of the session in the Player Permissions submenu off this page (see below). Once a character is created, it can be deleted by clicking on the player name, which brings up a window allowing the player to delete the character (the active character must be deleted before a new character can be created). When the player is satisfied with the character he has imported or created, he clicks on the Icewind Dale tree icon to the left of the character slot to lock the character and prevent changes. If a player wishes to change a character, that character must be unlocked by clicking on the tree icon before the character is editable. The lock button is the equivalent of telling the other players, Im ready to adventure now, lets go. All characters must have locked their characters in order for the game to begin. When all characters are locked, the host clicks on Done, and the game begins. You cannot import characters from Icewind Dale to Baldurs Gate and vice-versa.
PLAYER PERMISSIONS
Although both the leader and the other players in the session can view permissions on the Permissions screen, only players who have leadership
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privileges are able to modify them. The leader can assign these permissions to any players he chooses. The permissions represent what players are able to do in the game. The permissions include: Can modify characters. Can spend party gold/ purchase items. Can initiate an area transition. Can initiate dialogue. Can view other characters records. This boot button is to the left of each character slot. Pressing it will remove (boot) a player out of the party.
Can pause the game. Can modify permissions/remove players from the game (leadership permission).
Import Options On the Permissions page the leader is able to set the options for importing by clicking on the Import Options button. This brings up a window with three settings: Stats only, Stats and XP (i.e. experience points and levels), or Stats, XP, and Items. By choosing one of these settings the leader limits the types of characters that can be brought into the multiplayer session from the single player game or other multiplayer sessions. At the top of this screen is also a toggle for Restrict Stores. Turn this toggle on if you want to allow a character to enter a store only if the other party members are present and there are no hostile creatures nearby. Listen to Join Requests Also on the Player Permissions page is a button, Listen to Join Requests, which allows the leader to listen to requests to join the session or to turn off requests if there are enough players in the game. For example, the leader might only want to have one or two people in the game, so having people requesting to join could get annoying.
STARTING THE MULTIPLAYER GAME When all players have L-clicked on the Icewind Dale icons to the left of their characters' slots, the Done button will become active on the leader's computer. The game launches when the leader clicks Done.
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CHANGING OPTIONS AND PERMISSIONS Both the Character Arbitration screen and the Player Permissions screen are available on the left side menu in the multiplayer game. They work exactly as detailed above.
SAVING AND LOADING The leader can save games at any time, just like in the single player game. In order to load a game, the leader must exit and reload the game. ADDITIONAL MULTIPLAYER INFORMATION When you are playing multiplayer, keep in mind the following:
1. Asynchronous: Icewind Dale is an asynchronous game. If youre playing with somebody whose system is close by, you may see different things happen on each system. Keep in mind that while things happen somewhat differently, the result of the actions is always the same. 2. Explorable Area: When playing a multiplayer game, youre limited to exploring one area at a time characters in the game can only spread out within the same above ground area. While they can enter structures and underground areas individually, they cannot travel to other above ground areas until all characters are at the edge of the area and ready to move on. 3. Loading Time: The loading time for any level is slightly longer while playing multiplayer. This is because the interiors for each level must be loaded along with the exteriors for each area. (The single player
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game does not need to do this, so loading is faster.) Also, the multiplayer game is forced to wait for the system that loads the area the slowest. 4. Party Gold: Just as in the single player game, all gold is shared between the members of the party. 5. Shared Experience: As in the single player game, all characters in the party get an equal amount of experience points. 6. The Leader is in Charge: The leader has control over everything that the player can do in the game, including kicking them out and reassigning their characters to other players. Make sure the leader is playing the kind of multiplayer game you want to play. If you want a hacked game, join that kind of game or start it up; if you want a clean game without interference from hacked or edited characters or players who don't want to play as a team, then you need to find those players.
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Everard
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THE WORLD
Icewind Dale takes place within the AD&D Forgotten Realms campaign world. More specifically, it takes place in the northern wastes of Faern (Fay-ROON), a continent of the larger world of Abeir-Toril (Ah-BEER Tor-RILL), more commonly called Toril. The name is archaic, meaning cradle of life, and is rarely used in everyday speech. Abeir-Toril is an Earth-sized planet dominated by a large continent in its northern hemisphere as well as a number of other large landmasses scattered about its surface. This northern continent is called Faern in the west, Kara-Tur in the east, and Zakhara in the south. It is the primary purpose of this tome to deal with the northern portion of this huge landmass, in particular the region of Faern bordering the Spine of the World mountains. (For more information about the Forgotten Realms, visit their website at http://www.wizards.com/ForgottenRealms. There you'll find tales from Elminster, songs from Mintiper, and lore to keep you warm during the long nights of a northern winter.)
Hammer Alturiak Ches Tarsakh Mirtul Kythorn Flamerule Eleasias Eleint Marpenoth Uktar Nightal
Deepwinter The Claw of Winter or the Claws of the Cold Of the Sunsets Of the Storms The Melting The Time of Flowers Summertide Highsun The Fading Leafall The Rotting The Drawing Down
January February March April May June July August September October November December
A year in the North consists of 360 days: 12 months of exactly 30 days each. Three ten-day weeks are in each month, but herein we refer to days as they relate to the month (that is, one through 30, of a specific month,
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rather than specific days of the week). The months are summarized in the table below. Each months name is followed by a colloquial description of that month (plus the roughly corresponding month of the Gregorian calendar in parentheses). Years are referred to by numbers, using the system known as Dalereckoning (DR): Dalereckoning is taken from the year that humans were first permitted by the Elven Court to settle in the more open regions of the forests. For Forgotten Realms aficionados, Icewind Dale is actually a step back in time for the Forgotten Realms the game itself takes place in Eleint, 1281 DR, Year of the Cold Soul. (This is sixteen years prior to Drizzts arrival on the surface, as mentioned in the Icewind Dale Trilogy of books by R.A. Salvatore) Your characters will be literally making history as they adventure through the game, and their actions may be felt in the decades and centuries ahead...
GAME UNITS A game round in Icewind Dale is seven seconds long in real time. The round in the AD&D game is sixty seconds, hence time in Icewind Dale is compressed approximately ten-fold when compared to the standard AD&D rule set. A turn is ten rounds, that is, seventy seconds. This term is used in some of the spell descriptions on pages 76-123. A game day (representing 24 hours in the game, dawn to dusk to dawn again) is just over 2 hours long in real time, again about a ten-fold reduction in time in the game. Each time the party rests eight hours passes (the equivalent of about 45 minutes of running game time).
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What isnt there to say about the North? I have looked at Everards complete writings on Easthaven with some skepticism. I am not a man of letters, but it seems that trying to put the North to paper is like trying to drink the Sea of Swords. Still, if one limits words to what things are of use, the effort becomes manageable. And if saves me from lecturing another caravan master on the dangers of the north, then that is more time I may spend enjoying a tankard in the Winters Cradle. Most travelers have little to say other than speak ill of the cold and the chill, but I have lived here for nearly a ten-year, and there is much to know about the North. Ill speak of the settlements in the area first, as the ability to understand and remember the location of any roof with a fireplace is seldom difficult for any visitor to the North. The area of Kuldahar Pass that brushes the Spine of the World touches three places Easthaven, Kuldahar Valley and the town of Kuldahar itself. Stick to this route as you travel through the region
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straying from the road will fast bring danger to you, whether from the winters snows or the beasts that lurk in them. For now, listen, read and remember: the evils that live in the shadows of the Spine of the World are not nearly as forgiving as I am.
- Hrothgar
EASTHAVEN
9
4 1 6 3
1. 2. 3. 4. 5.
Winters Cradle Tavern Snowdrift Inn Pomabs Emporium Hrothgars House Apsels House
6. 7. 8. 9.
Old Jeds House Temple of Tempus Road to Kuldahar Gaspar the Fishmonger
If you take comfort in large cities, therell be little in Easthaven to your liking. The people are hard-working, good folk, and the primary source of gold for the region is fishing knucklehead trout but if youve come with the caravan, youll know that. Knucklehead trout can be found nowhere else in the Realms, and its what drove most of the men of Easthaven into these wastes. As for your behavior in town, my only word of warning to you is this: show no steel in town, or else your journey will come to an end
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quicker than you can use it. The cold of the North has made the people of Easthaven tougher than a southerner can imagine. For travelers looking for a tankard or three to chase away the chill of the road, the Winters Cradle Tavern will be to your liking - the bars run by a kindly woman by the name of Grisella, and while her stock may not be the best youve ever tasted, its the best youll get this far north. If youre looking to stay overnight, then seek out the Snowdrift Inn, especially if your caravan holds a mage upon his ranks and traveling has exhausted his spells he can refresh his mind for the journey ahead. If you need supplies, seek out Pomabs Emporium Pomab is a Calishite, but try not to hold that against him; keep your tongue in check, and youll find everything you need to outfit yourself to make through the pass. If your patience is short, however, you might wish to simply wait to re-supply yourself in Kuldahar Gerth of Kuldahar is said to be a good enough sort, and far easier to deal with than Pomab. Still, Kuldahar is a good sixty miles from Easthaven, so you may not be able to afford to wait. There are some others in town that may catch your interest youre always free to visit me, of course - my home is on the northern portion of town, and news of the south is always welcome. If you want to see some fine art pieces, visit Apsel the Scrimshander you might be able to purchase some pieces that will fetch a fine price down south. If youre in need of a boat or advice on fishing, visit Old Jed, but best do in the afternoon, when hes had a chance to sleep off the wine from the night before, but not yet found a supply for the night ahead. If you wish to pay your respects or seek an augury, seek out the Temple of Tempus in the northwestern section of town. Everard is the battle-priest of the temple, though you might find him in less than pleasant spirits. Though it is fortunate that there is not much to occupy his prayers here in the wastes, far from war and conflict, it wears on him and many are the times he seems to long for battle and another chance to prove himself. Yet Easthaven is unlikely to offer either - and thats the way I prefer it.
- Hrothgar
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KULDAHAR PASS
The pass itself is probably the most difficult part of the journey, as the pass is only usable by foot traffic or caravans with pack animals. Raiders or marauders are rare, and perhaps the biggest danger is being trapped by the snows. If you find yourself trapped in the pass, either set up camp or go in search of one of the outlying farmsteads that lie in the Pass. Theres the mill run by Joaquin and his wife and their son, Jermsy and theres the great watchtower that overlooks the pass, and the Ghosons farmhouse. All of them are friendly folk, willing to host a traveler for the night just be sure to extend them every courtesy, and be fair with the coin if they offer you shelter and a place at their table. Names of the guests lacking in courtesy travel among the locals, so keep that in mind. Dont stray far from the main road and never alone - though you shouldnt have to worry about raiders, theres plenty of wild creatures such as bears and even some beetles that are known to make their homes in the walls of the Pass. It is recommended you rest in Easthaven and begin hiking the pass in the early morning it is less than a days journey to the great oak of Kuldahar, and the light of the sun will speed your journey. Nighttime does little except place you in danger.
- Hrothgar
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KULDAHAR VALLEY
9 1
8 5 2
11 3 7
6 10
1. 2. 3. 4. 5. 6.
The Evening Shade The Root Cellar Gerths Equipment Shoppe Airship Tower of Orrick the Gray Road to the Pass
7. Road to the Vale of Shadows 8. Temple of Ilmater 9. Conlans Smithy 10. Arundels House 11. Urnst the Potter
If youve never been to Kuldahar, and few have, then be prepared for one of the greatest visions the North has to offer. Kuldahar is one of the wonders that lie in the shadow of the Spine of the World the entire town lies wrapped around a great oak from which warmth springs, the heat sufficient to melt the snows around it, and creating a climate more to a southerners liking. Its roots give shelter to the numerous buildings, including the Evening Shade run by a pleasant fellow by the name of Eidan, the Root Cellar run by Whitcomb and his handful of barmaids (greet Amelia for me should you find your way here for a tankard). If you are running low on food or other supplies and wish to restock your supplies here in Kuldahar, seek out Gerths Equipment Shoppe. Hes a minor historian of sorts, and if youve any trinkets, documents or books, hell pay good coin for them. He and Everard trade information on occasion, from news to
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even magical relics that may be lost somewhere in the region (see the Arcane Items on page 130 at the end of this book).
- Hrothgar
It is said that there is a strange device, an airship that lies in the shade of the tree, and that it is the residence of an odd gnome alchemist by the name of Fiddlebender who sells potions and antidotes, but I know little else. If my duties allowed me to travel more, I would gladly go see it with my own eyes. Though Easthaven has no such practitioner of the arts, it is said there is a mage of some knowing within Kuldahar, Orrick the Grey. I know little of the man, as he keeps to his own affairs, but he has a tower within the town, and he is said to deal in magic items.
Everard
VALE OF SHADOWS
The Vale of Shadows lies only a few hours northeast of Kuldahar the Vale is a great canyon of crypts and tombs, some of them dating back centuries. Shadows cling to the walls of the canyon, even in the brightest day, and some of the shadows walk, carrying their burden of hated and hungers with them. Beware this place. It is said to be the last resting place of the northern general, Kresselack the Black Wolf, but no historians have desired to enter the vale and test the truth of the rumor. It is said Kresselacks hands were as blood, his footsteps like that of a winter wolf in
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the snows, and his troops struck like arrows into the hearts of towns and hamlets across the Spine of the World. Where his name was spoken, it was a curse, and it was with great relief to the people that dared live in the Spine the day he gave up his spirit. It is said the wind howled that day that Kresselacks blade fell from his hands and his corpse was placed within the Vales keeping. There is no good to come from the living setting foot in the Vale, and the shadows that lurk there are best undisturbed. Let evil feed on its own hollow rewards.
Everard
Everards warning is sound; heed it, and youll live longer. The dead walk in the Vale, and while they have yet to leave their crypts, dont give them a reason to. If you ignore this warning, youll answer to the swords of Easthaven and Kuldahar.
- Hrothgar
BESTIARY OF THE NORTH
It has been said that the North is a hunters paradise, but one must be a hunter first, or else itll be the beasts thatll be taking the pleasure of the hunt. Pray you never have to encounter some of these beasts. Still, if you do, these words may be of some help in emerging from the chance meeting still wearing your skin. Here are some beasts of mention that have been seen in Kuldahar Pass and the Spine of the World:
Bears
Bears tends to avoid humans unless you enter their territory or happen to be bleeding anywhere near them while theyre hungry. Large and powerful animals, the bears of the North tend to be vicious specimens with claws that can shatter a tree trunk when provoked so keep that in mind before you run up a tree to avoid them.
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Beetles
Oddly enough, a number of beetles inhabit the North. Ranging from the small fire beetles to the larger and more dangerous giant beetles and bombardier beetles, these creatures tend to layer deep in caves or in cellars. One pack of fire beetles invaded the cellars of Apsels house last winter, and since then, the people of Easthaven have kept an eye out for them. The presence of the great oak of Kuldahar and its warmth may somehow draw them to the region. Their armored hides make them difficult to hit, and they can usually take several blows from a sword or staff before dying.
Carrion Crawler
There has only been one sighting of this creature, once near Kuldahar, bordering the Vale of Shadows. It had been feasting on a caravan guard that had stepped out to relieve himself of his travelers burden. The creature was driven off with arrows, but since then, Kuldahar has watched the road to the Vale of Shadows carefully. The carrion crawler is a scavenger that tends to lurk in deep caves, trash pits and graveyards, feeding primarily upon carrion and waste, though it has been known to attack living targets if its food or territory is threatened. Its an ugly creature, like a huge green rot grub with the head of an octopus. Its Everards belief that carrion crawlers are the result of some mages experiments, and theres no reason to discount it. They stink to the high hells, and its the smell that often gives them away as they approach. The nastiest things about these over-sized worms is that theyre tentacles can paralyze a man with a touch, allowing the crawler to feed on him while hes helpless.
Ghoul
Ghouls are one of the undead - humans who changed, and now feed on the flesh of corpses. Its said theres a mess of them in the Vale of Shadows. Theyre deranged creatures, but they hunt like wolves and have a certain hunters cunning when they stalk their prey. They walk hunched, and their hands have changed into long, elongated claws. If they claw a target, they have a chance of paralyzing the target like a carrion
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crawler, so if youre unfortunate enough to encounter one of these creatures, run or try and kill it from a distance.
Goblins
The nastiest pests of the goblinoid races, goblins are small humanoids that are known to infest the Spine of the World in great numbers, breeding like flies, killing each other, then starting the cycle all over again. Though they rarely raid as far as Kuldahar and Easthaven, theres rumored to be thousands of them in the mountains of the Spine of the World. The northern goblins typically use crude axes and bows and are led by marshals, tougher goblins whove managed to bully the others into following them. Take heed: if you see one, dont alert it to your presence check and see if others are about. They almost always travel in packs.
Ogre
Ogres are big, ugly, greedy humanoids that live by ambushes, raids, and theft. Standing about one and a half the height of a man, ogres are ill-tempered thugs, often found serving as mercenaries in the ranks of orc tribes. Fortunately, theyre as stupid as stones, and theyre often too lazy or dumb to track down a fleeing person. If you pick a fight with one, keep in mind that ogres almost as strong and tough as three or four average men a single strike by one of their clubs is usually enough to kill a man instantly. An ogre was seen in Kuldahar Pass two years ago, but the guards at the watchtower were able to drive it away with arrows. The Pass is usually too far for ogres to travel, as they make their lairs in the Spine of the World.
Sword Spiders
Spiders dwell both above and below ground. Eight legs, eight eyes, and most are poisonous but sword spiders are more like heavy soldiers of the spider realm. They have huge mandibles that resemble broad swords and cut men in half with a single swipe. While I have yet to see any in Easthaven, theyve been known to appear in small number in Kuldahar during the summer months.
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Trolls
Count yourself fortunate if you never encounter a troll. Huge, spindly creatures with black wiry hair and burning red eyes, trolls possess great strength, speed, and a hunger for any flesh they can find. If you are trapped into an encounter with them, use fire and acid against them trolls regenerate quickly from their wounds, and only fire and acid do lasting harm. Wounds caused by other weapons heal almost as soon as they strike the troll, reducing their effectiveness.
Wolf
The wolf is an active, cunning creature, and the northern variety has made many a meal of a careless hunter. These past few months have seen a rise in the number of wolves in the region; not only has Ghoson in the pass complained about them stealing his chickens, but theres been one lurking around Easthaven that seems to be drawn by the smell of the knucklehead trout in Aspel the Scrimshanders house. Ive been meaning to mount a hunting party to go find it, but Im waiting until the weather calms before gathering an expedition.
- Hrothgar
This is but a small sample of the creatures that inhabit the Spine of the World. While these are more common than most, the Spine gives birth to others on occasion, and even draws other monsters to its shadow. I find it difficult to put this last bit to paper, for I know not of its truth but the auguries of late have been dark, far darker than anything I have since encountered since coming here. I know not what these omens portend of, but travelers should take care. Travel in the light, and make sure you are well armed.
- Everard
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There is as much to be said about the world as there is about the laws that govern the world. My glory days are beyond me, but there was a time when I was ignorant of the ways of combat and weapons if anyone is said to be truly knowledgeable about such things, then they have the sense of a village idiot. Within this section lie definitions of some of the mechanics of the world you find yourself in. If something perplexes you during your adventures, refer to the index or to one of the passages in this section, and it will shed light on your questions. The following information may seem daunting at first, but do not be disheartened. Perserve, and your blade shall guide you even when your mind is clouded.
Hrothgar, Easthaven
About the Advanced Dungeons & Dragons Game The Advanced Dungeons & Dragons game is a role playing system that allows players to explore worlds of fantasy and high adventure one of the AD&D worlds is the Forgotten Realms, the world in which Icewind Dale takes place. This section outlines some of the major features of the rules and how they may have been interpreted for the sake of computer gameplay.
You dont have to know the AD&D rules to play Icewind Dale (the computer takes care of that for you), but it can be helpful. Accordingly, the AD&D rules are summarized here, and in places explained how they may have been revised to work in Icewind Dale. If you want to know more about the Advanced Dungeons & Dragons game, visit their website at: http://www.wizards.com/dnd.
How Icewind Dale uses the AD&D rules: discussion of the real time modification to the turn-based AD&D rules Icewind Dale uses the same weighting system for spells and weapons as in the Advanced Dungeons & Dragons game. Instead of a group-based turn, however, when first one side then the other performs all actions, everyone is always in real time mode, but on a personal initiative round.
The personal initiative round is seven seconds long, and this represents a ten to one reduction in the time of the round in the AD&D rules (which is
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60 seconds long). This has been made consistent with movement rates, and with the reduction in global game time. Most importantly, you can pause (or unpause) the action at any time. This is achieved by hitting the space bar or by L-clicking on the rotating circle of skulls in the lower left hand side of the screen. When you are paused you can assign any action to any character, and then resume the game by unpausing. This pause feature allows fans of turn-based combat to effectively play the game that way.
Note: You can set the game to pause automatically when certain events occur in order that you dont miss them. See the Options Screen on page 30.
CHARACTER ACTIONS
You can perform a number of basic actions in Icewind Dale. You can wander the landscape, speak with the denizens, and, if you want, kill them. The basic actions you can perform are described below, along with any effects that may modify the actions.
Movement There is one constant movement rate for player characters in Icewind Dale this is approximately equivalent to 60 in AD&D game terms. Your characters can move faster if you cast a Haste spell on them. Some monsters may move faster and slower than your characters, so be warned before you flee an encounter - you may not get far. You can group select characters and easily move them into various formations (this is discussed in more detail in the other manual under the interface descriptions. See pages 13-16 in the Lexicon). Dialogue The general rule is this: even if you are an evil character, its better to talk to someone whos not immediately hostile to you rather than jumping the gun and attacking them first. It may even prevent you from continuing the game (especially if you kill people in Easthaven or in Kuldahar). Not everything you meet, human or otherwise, is out to kill your character. Help often appears in the most surprising forms. Thus it often pays to take the time to talk to people or creatures... what they have to say may save your life. Fighting There are times when you dont want to talk or run away from a critter, and chances are, they feel the same way. Sooner or later, your character(s) will have to fight. The real trick is knowing when to fight and when to talk or run. Effects of Fatigue Your characters have to rest every so often, both to memorize spells as well as to gain back their strength. If your characters start complaining that
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they are tired, its best to find the nearest place to rest. Go to all the priest and mage spell screens and make sure their memorized spells are set properly for the next days adventuring.
COMBAT
Icewind Dale combat follows the AD&D rule system closely. The main difference lies in the real-time adaptations.
More Than just Hack and Slash As important as fighting is to the game, it isnt the be-all and end-all of play; its just one way for characters to deal with situations. In addition to explaining the basic mechanics of hitting and missing, this section contains rules for turning undead, special ways to attack and defend, poison, heroic feats, and more. Personal Initiative Round, Speed factors, and Casting Times To allow for the real time based combat and movement, each character and monster is on an independent personal initiative round, which is seven seconds long. Within this round, all the rules of the AD&D game are used, including weapon speed factor and casting time for spells. For higher-level characters who can attack more than once per round with a given weapon, the speed factor of the weapon determines when exactly in the seven second round the attacks will occur.
Speed factors are numbers between 1 and 10 (indicating 1/10 of a round and 10/10ths of a round respectively for a character that can attack once per round with a weapon). The lower the speed factor of the weapon, the earlier youll attack in the round. Casting times for priests and wizards are exactly analogous to speed factors of weapons the casting times are between 1 and 10, and represent how quickly a mage or priest can release a spell (the lower the number, the faster the cast, just as for speed factors). Again, the lower the casting time, the earlier the spell will get fired in the round. Initiative is determined by a combination of ability, situation, and chance. In Icewind Dale initiative is used as a random variation on how quickly characters can initiate their attacks or spells. It adjusts the speed factor of a spell or weapon slightly. Armor Class (AC) is the protective rating of armor. Wearing armor reduces the chance that a character is attacked successfully and suffers damage. Armor does not absorb damage, however, it only prevents it. A fighter in full plate mail may be a slow-moving target, but penetrating his armor to cause any damage is much harder than attacking a mage with robes. Armor Class is measured on a scale from 10 (loincloth) to less than zero (super magical plate armor). The lower the number, the better (armor classes less than -10 occur only with very powerful magical armors). Shields can also
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improve the AC of a character. Abilities and spells can also affect a characters Armor Class. High Dexterity gives a bonus to Armor Class, for example. THACO is an acronym for To Hit Armor Class 0. This is the number a character, NPC, or monster needs to attack an Armor Class 0 target successfully based on the attack roll. The lower this value, the better your characters chance to hit a creature. THACO varies, depending on a characters class and level. Generally, the higher your level and the more of a fighter class your character is, the better the THACO.
The Attack Roll At the heart of the combat system is the Attack Roll, the die roll that determines whether any physical attack (missile or hand to hand, but not spells) succeeds or fails. The number a player needs in order to make a successful attack roll is also called the to hit number, which is determined by the computer by taking a characters THACO and adjusting according to the Armor Class of the target. In Icewind Dale the to hit roll is done behind the scenes - if your character is successful, he hits - if not, he misses.
When an attack is made, the Armor Class of the opponent being attacked is subtracted from the THAC0 of the attacker. The resulting number is what the attacker must roll in order to hit the opponent. This roll of the die is done with a d20, or twenty sided die, resulting in a number between 1 and 20. If the attacker rolls the number necessary or higher, then the attack is successful, and damage is done. If the attack is unsuccessful, then the attacker missed completely or was unable to penetrate the opponents armor. For example, Hrothgar (a fighter) has a THAC0 of 13. He is attacking a hobgoblin with an AC of 5. The AC of the hobgoblin is subtracted from the THAC0, giving a to hit number of 8. If Hrothgar rolls an 8 or higher on the twenty-sided die, he hits the hobgoblin and hurts it. Note that in Melee combat, not every swing is intended to hit. A character in Icewind Dale may make a cosmetic swing during the 7-second round aside from the actual attempt to deliver damage. This swing represents the feints and parries that would occur in real combat.
Attacks per Round As some character classes go up in leveles (mostly fighters) or choose to specialize in a certain weapon, they gain additional attacks per round. Keep in mind, however, that a character can only have a maximum of five attacks per round, even if they are hasted, have super-specialization, or if theyre carrying a magic weapon that gives them bonus attacks. Critical Hits and Misses If a character rolls a natural 20 to hit (that is, the attack roll before modifiers are applied is a 20) then a critical hit occurs and damage for that attack is doubled. A roll of natural 1 is considered a critical miss and
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imposes a time penalty on the character to recover. Regardless of Armor Class, a natural 20 always hits, a natural 1 always misses.
Take heed: a helmet will protect the members of your party from critical hits.
- Hrothgar
Improving the Odds in Combat In combat, many factors can modify the number a character needs for a successful hit. These variables are reflected in modifiers to the to-hit number or to the attack roll.
Strength Modifiers: A characters Strength can modify the die roll, altering both the chance to hit and the damage caused. This modifier is always applied to melees and attacks with hurled missile weapons (a dagger or an axe). The higher your strength, the easier it is to hit someone and hurt them. Magical Items: A weapons magical properties can modify combat. Items that impart a bonus to the attack roll or Armor Class are identified by a plus sign. For example, a sword +1 improves a characters chance to hit by one and inflicts +1 damage if the attack is successful. A suit of chain mail +1 improves the Armor Class of the character by one beyond normal, nonmagical chain mail (which means you subtract one from the characters AC, changing an AC of 5 to an AC of 4, for example). Cursed items have a negative modifier (a penalty), resulting in a subtraction from the attack roll or an addition to Armor Class. There is no limit to the number of modifiers that can be applied to a single die roll, nor is there a limit to the positive or negative number (the total of all modifiers) that can be applied to a die roll.
Dexterity Modifiers for Missile Weapons Dexterity affects the characters ability to attack with a missile weapon. Like Strength modifiers, higher Dexterity will increase the chances to hit, lower Dexterity will lessen the chances. Unlike Strength, Dexterity does not affect the amount of damage inflicted by a missile weapon. Missile Weapons in Combat Rate of Fire Bows, crossbows, and many other missile weapons have different rates of fire (ROF) - the number of missiles they can shoot in a single round. Arrows can be notched and let loose at a rate of up to two shots per round. Some weapons (such as heavy crossbows) take a long time to load and can be fired only once every round. Darts can be hurled at a rate of several per round. Whatever the ROF, multiple missile shots are handled the same way as other multiple attacks for the purposes of determining initiative. The ROF of each missile weapon is listed in the Weapons Tables on page 139.
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CASTING SPELLS
Both wizards and priests use the same rules for casting spells. To cast a spell, the character must have the spell memorized. If it is not memorized, the spell cannot be cast. The caster must be able to speak (not under the effects of a Silence spell) and have both arms free (not paralyzed or Held, for example). If the spell is targeted on a person, place, or thing, the caster must be able to see the target. It is not enough to cast a Fireball 150 feet ahead into the darkness; the caster must be able to see the point of explosion and the intervening distance. Once the casting has begun, the character must stand still. (If you choose not to have a spell caster cast a spell after you have selected the spell, but before you have selected a target, you can R-click to cancel the spell and it will not be lost from memory.) If you instruct a character to move after a spell has been started, the spell could be lost if the casting has begun.
Spell Disruption If the spellcaster is struck by a weapon or fails to make a saving throw before the spell is cast, the casters concentration is disrupted. The spell is lost in a fizzle of useless energy and is wiped clean from the memory of the caster until it can be rememorized. As a result, spellcasters are advised not to stand at the front of any battle.
A group of fighters standing down a mage or priest may often wish to equip themselves with daggers or other swift weapons - these weapons may not do as much damage as a heavy mace, but their speed will disrupt the spell-casters incantations, preventing them from unleashing his arsenal.
- Hrothgar
SAVING THROWS
Saving Throws are measures of a characters resistance to special types of attacks - poisons, magic, and attacks that affect the body or mind of the character. The ability to make successful saving throws improves as the character increases in level. If a saving throw is made this may reduce damage or prevent the effects of a spell or attack entirely. Some spells (e.g. the Protection spells) greatly improve saving throws against different type of attacks. Save vs. Paralyzation, Poison, and Death Magic: This is used whenever a character is affected by a paralyzing attack (regardless of source), poison (of any strength), or certain spells and magical items that otherwise kill the character outright (as listed in their descriptions). Save vs. Rod, Staff, or Wand: As its name implies, this is used whenever a character is affected by the powers of a rod, staff, or wand, provided another save of higher priority isnt called for.
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Save vs. Petrification or Polymorph: This is used any time a character is turned to stone (petrified) or polymorphed by a monster, spell, or magical item (other than a wand). Save vs. Breath Weapon: A character uses this save when facing monsters with breath weapons, especially dragons. Save vs. Spell: This is used whenever a character attempts to resist the effects of a magical attack, either by a spellcaster or from a magical item.
Modifying Saving Throws Magic items, certain rules, and special situations can modify saving throws.
Magical items like cloaks and rings of protection give bonuses to a characters saving throw. Magical armor allows a saving throw bonus only when the save is made necessary by something physical, whether normal or magical. Specific spells and magical items have effects, both good and ill, on a characters saving throws. Some spells force the victim to save with a penalty, which makes even the most innocuous spell quite dangerous. (Specific information can be found in the spell descriptions below.)
MORALE
Each creature has a base morale level. Every creature reacts differently when morale breaks - and often they will break at different levels of morale, or choose different types of attack depending on what the current morale level is (melee if morale is high, ranged attacks if morale is lower, for example). Each creature has a recovery time which indicates how long it takes for that creatures morale to return to normal - if someones morale fails, it will slowly creep back to the baseline. Morale is negatively influenced by factors such as being attacked by powerful magic, by seeing someone in the party killed or knocked unconscious, by losing a lot of hit points, or by spotting a difficult foe. Goblins tends to be a cowardly lot and flee when they see one of their number fall or take the slightest damage, but a pack of trolls may never break morale, even when being fireballed.
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Healing and Hit Points Players can regain lost hit points by healing naturally or magically. The only limit to the amount of damage a character can recover through healing is the maximum hit points the character has. (Note: some necromantic spells can improve maximum hit points, but only for a limited period of time.) Natural Healing Characters heal naturally at a rate of several hit points per period (eight hours) of rest. If a character rests in a comfortable room in an inn, he or she will recover hit points. The better (and more comfortable) the room is, the more hit points are healed but the better the room, the greater the cost. Camping in the wilds will allow for memorization of spells, but will not allow many hit points to be regained. Resting is only possible when there are no enemies within visible range of your party if there are, you must move away, or make them your friends (Charm, dialogue, etc.) before you can rest. Some creatures may attack your party while resting; if this happens, you will not heal or memorize spells. In Icewind Dale, resting is normally allowed only in inns, outdoor areas (provided all the monsters in the vicinity or on the map have been slain), or with permission from a local resident. Magical Healing Healing spells, potions, and magical devices can speed the process of healing, closing wounds instantly and restoring the partys effectives in seconds. Magical healing is particularly useful in the midst of combat or in preparation for a dangerous encounter. Raising the Dead Curative and healing spells have no effect on a dead character he can only be returned to life with a Raise Dead (this wont work on elven characters due to their physiology) or Resurrection spell or item. Characters slain by a Disintegrate, Death Spell or Finger of Death spell cannot be brought back to life by any means. Paralysis/Held A character or creature affected by paralysis becomes totally immobile for the duration of the spells effect. The victim can breathe, think, see, and hear, but he is unable to speak or move in any manner. Phased When a character is phased, he becomes temporarily disassociated in space. Although he can still move and attack as normal, he will take minor damage over time until the phasing passes, at which point he will resume his normal physical form.
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Poison A character or creature attacked with a poisoned weapon or by a venomous creature must make a saving throw vs. poison. Depending on the type of poison, this saving throw will either negate the effects of the poison or lessen them. Most poisons are usually deadly within hours, so finding quick treatment is recommended. Disease Some creatures in the game transmit disease through their touch or their bite. If a character is diseased, he continually takes damage over time until cured with the priest spell Cure Disease or a curative that specifically targets disease.
Group Experience Awards - Quest Experience Experience points are earned through the activities of the characters, which generally relate to their adventuring goals. All characters on an adventure receive experience points for overcoming their enemies or obstacles, and the amount is divided equally between the characters in your party. Experience Points for Multi- and Dual-Classed Characters in Icewind Dale Multiclassed characters have more than one class. They gain in levels in either two or three classes for their entire careers, and can use the abilities of any of their classes at any time. As a result, experience points are evenly divided among all of their classes, and they gain in levels according to the experience point tables for each class. Thus, it can take a multiclassed character twice as long to gain levels as a single-classed character.
Dual-classed characters choose to focus on a second career at some point. At this point they stop gaining levels in their original class, and start gaining levels in a new class. They cannot, however, use any of the abilities of their old class until they have gained at least one more level in their new class than in their old class. After this point, they can choose freely between the abilities of each class. The available abilities for both multiand dual-classed characters are shown by the buttons at the bottom of the main interface screen when that character is selected.
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There is one proviso for both multi- and dual-classed characters, however if they are wearing armor or using weapons not allowed by one of their classes, their abilities in that class are disabled (dimmed) until they stop wearing that armor or using that weapon.
Experience Point Cap Icewind Dale has a limit on the amount of experience points a character can earn. Each character can only earn 1,801,000 experience points. Refer to the experience point tables at the end of the manual for specifics the maximum level for each class.
ATTRIBUTES
Every person in the Realms has traits which set them apart from all others. The most pronounced differences will be in the areas of Race, Class, and Abilities.
Race Race defines the characters species: human, elf, dwarf, gnome, half-elf, or halfling. Race can limit a characters choice of classes.
Human: Humans are the predominant race in Faern, and they rule most of the significant empires and kingdoms in the Forgotten Realms. Humans may choose any class, or dual-class if they wish. Dwarves: Dwarves are short stocky humanoids with ruddy cheeks, dark eyes, and dark hair. Though there are exceptions, they tend to be a dour and taciturn people. Dwarves have a natural resistance to magic and poison and possess infravision, which allows them to see warm objects in the dark. Dwarves gain a bonus to Constitution, but a penalty to Charisma. Elves: Elves tend to be shorter and slimmer than humans with delicate features. Elves are generally looked upon as being frivolous and aloof. Elves have a natural resistance to charm and sleep magic, possess infravision, and are skilled in the use of the bow and long sword. Elves gain a bonus to Dexterity, but a penalty to Constitution. Gnomes: Kin to dwarves, gnomes are noticeably smaller than their distant cousins. (Gnomes, as they proudly maintain, are also less rotund than dwarves.) Most have dark tan or brown skin, white hair, and rather large noses. Gnomes have natural resistance to magic and can see in the dark with infravision. They gain a bonus to Intelligence, but a penalty to Wisdom. Halflings: Halflings are short, generally plump people, much like small humans. Their faces are round and broad, and often quite florid. Their hair is typically curly, and the tops of their feet are covered with coarse hair. Halflings are highly resistant to poisons and magic, are naturally skilled with slings as weapons, and have a limited ability to see in the dark. They receive a bonus to Dexterity, but a penalty to Strength.
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Half-Elves: Half-elves are a mix of human and elven blood. They are handsome folk, combining the best of both races. A half-elf has the curiosity, inventiveness, and ambition of their human ancestors, and the refined senses, love of nature, and artistic tastes of their elven heritage. Half-elves have a limited resistance to Charm and Sleep spells and can see in the dark with infravision.
Ability Scores Ability scores are the six natural traits that represent the basic definition of a character. See Table 1 on pages 132-134 for ability bonuses and penalties.
Strength: A characters muscle, endurance, and stamina. It is the prime requisite of warriors. Constitution: A characters fitness, health, and physical resistance to hardship, injury, and disease. Dexterity: A characters hand-eye coordination, agility, reflexes and balance. It is the prime requisite of the thief. Intelligence: A characters memory, reasoning, and learning ability. It is the prime requisite of the mage. Wisdom: A characters judgment and common sense. It is the prime requisite of priests. Charisma: A characters persuasiveness, personal magnetism, and ability to lead. This ability is important to the druid, bard and paladin.
Class A characters class is similar to a profession or career. The character classes are divided into four groups of general occupations: warrior, wizard, priest, and rogue. Within each group are several similar character classes. Multiclassed characters are available to non-humans only, although humans can choose to become dual-class later in the game. Warriors
Fighter: The fighter is a champion, swordsman, and soldier. He lives or dies by his knowledge of weapons and tactics. Fighters can be found at the front of any battle, contesting toe-to-toe with monsters and villains. A good fighter needs to be strong and healthy if he hopes to survive. Special Abilities: Advanced Weapon Specialization. Restrictions: None. Ranger: The ranger is a hunter and a woodsman, skilled with weapons and knowledgeable in tracking and woodcraft. The ranger often protects and guides lost travelers and honest peasant-folk. An above average strength and wisdom are needed to be a ranger.
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Special Abilities: Weapon Specialization, Dual Weapon Usage, Racial Enemy, Stealth, and Charm Person/Mammal. At 8th level, rangers gain the ability to cast priest spells. Restrictions: Only humans or half-elves can be rangers, and they must be of Good alignment. Paladin: A paladin is a warrior bold and pure, a paragon of virtue. Like the fighter, the paladin is a man of combat. However, the paladin lives for the ideals of righteousness, justice, honesty, piety, and chivalry. He strives to be a living example of these virtues so that others might learn from him as well as gain by his actions. Special Abilities: Weapon Specialization, Lay Hands, Turn Undead, +2 all Saving Throws, Protection from Evil, and Detect Evil. At 9th level, paladins gain the ability to cast priest spells. Restrictions: Only humans can be paladins, and they must be of Lawful Good alignment.
Priests
Cleric: The cleric is a generic priest (of any mythos) who tends to the spiritual needs of a community. He is both protector and healer. He is not purely defensive, however. When evil threatens, the cleric is well suited to seek it out on its own ground and destroy it. Special Abilities: Turn Undead, Spell Casting Restrictions: Cannot use bladed or piercing weapons. Druid: The druid serves the cause of nature and neutrality; the wilderness is his community. He uses his special powers to protect it and to preserve balance in the world. Special Abilities: Shape Change, Spell Casting Restrictions: Human or Half-Elf only; leather armor and bucklers only; can only wield clubs, darts, spears, daggers, slings, and staffs.
Rogues
Thief: To accomplish his goals, for good or ill, the thief is a skilled pilferer. Cunning, nimbleness, and stealth are his hallmarks. Whether he turns his talent against innocent passers-by and wealthy merchants or oppressors and monsters is a choice for the thief to make. There are four thief abilities in Icewind Dale. At first level a thief character will receive 30 points to allocate among his abilities. Every level thereafter he will gain an extra 20 points. See Table 2 on pg 135 to see how a thiefs abilities are modified according to race and dexterity. Special Abilities: Stealth (and Backstab), Pick Pockets, Pick Locks, Find/Remove Traps. Restrictions: Thieves cannot be of Lawful Good alignment; they cannot
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wear any armor other than leather or studded leather; they cannot use any shield except for bucklers and can only wield clubs, daggers, darts, crossbows, short bows, slings, long swords, short swords, and quarterstaffs Bard: The bard is a rogue, but he is different from the thief. His strength is his pleasant and charming personality. A bard is a talented musician and a walking storehouse of gossip, tall tales, and lore. He learns a little bit about everything that crosses his path; he is a jack-ofall-trades, but master of none. While many bards are scoundrels, their stories and songs are welcome almost everywhere. Special Abilities: Pick Pockets, Bard Songs, Spell Casting, High Lore ability. Restrictions: Human and Half-Elf only; must be of partially Neutral alignment; cannot use a shield or armor heavier than chainmail.
Wizards
Mage: The wizard is a master of shaping magical energies and casting them as spells. To do so, he studies strange tongues and obscure facts and devotes much of his time to magical research. A wizard must rely on knowledge and wit to survive. Wizards are rarely seen adventuring without a retinue of fighters and men-at-arms. Because there are different types (or schools) of magic, there are different types of wizards. The generalist mage studies all types of magic and learns a wide variety of spells. His broad range makes him well suited to the demands of adventuring. Special Abilities: Spell Casting. Restrictions: Mages cannot wear armor, and they can only wield daggers, staffs, darts, and slings. Specialist Wizards: Mages that specialize in a specific school of magic are allowed to memorize an extra spell of each level (once they are able to use spells of the appropriate level). They are prohibited from learning spells in their opposition schools (with the exception of Divination spells less up to 4th level, which can be used by any specialist mage), and cannot be combined in a multiclass character (though gnomish characters can become Fighter/Illusionists). Human specialist wizards can dual-class if they wish. See Table 4 on page 136 for opposition schools. Abjurer: Abjurers specialize in protective magic. Conjurer: Conjurers specialize in creating creatures and objects to assist them. Diviner: Diviners specialize in detection and divining magic. Enchanter: Enchanters specialize in manipulating the minds of others. Illusionist: Illusionists specialize in creating illusions to confuse and mislead. Invoker: Invokers specialize in Invocation/Evocation magic.
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Necromancer: Necromancers specialize in death-related spells. Transmuter: Transmuters specialize in spells that alter physical reality.
Alignments Alignment reflects a characters attitude toward society and the universe. There are nine different alignments, each described below:
Lawful Good: Characters of this alignment believe an orderly, strong society with a moral government makes life better for the majority of the people. When people respect the laws and help one another, society as a whole prospers. Therefore, lawful good characters strive for those things that will bring the greatest benefit to the most people and cause the least harm. Lawful good characters keep their word.
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Neutral Good: These characters believe a balance of forces is important, but that the concerns of law and chaos do not moderate the need for good. Since the universe is vast and contains many creatures striving for different goals, a determined pursuit of good will not upset the balance; it may even maintain it. If fostering good means supporting organized society, then that is what must be done. If good can only come about through the overthrow of existing social order, so be it. Social structure itself has no innate value to them. Chaotic Good: Chaotic good characters are individualists with a benevolent streak. They believe in all the virtues of goodness and right, but they have little care for laws and regulations. Their actions are guided by their own moral compass which, although good, may not always be in perfect agreement with the rest of society. Lawful Neutral: Order and organization are of paramount importance to characters of this alignment. They believe in a strong, well-ordered government, whether that government is a tyranny or benevolent democracy. Laws must be created and obeyed. The benefits of organization and regimentation far outweigh any moral questions raised by their actions. An oath is binding, regardless of consequences. A completely impartial magistrate, or a soldier who never questions his orders, are good examples of lawful neutral behavior. (True) Neutral: True neutral characters believe in the ultimate balance of forces and refuse to see actions as either good or evil. True neutrals avoid siding with the forces of either good or evil, law or chaos. It is their duty to see that all of these forces remain in balanced contention. True neutral characters sometimes find themselves forced into rather peculiar alliances. To a great extent, they side with the underdog, sometimes even changing sides as the previous loser becomes the winner. A true neutral druid might join the local barony to put down a tribe of goblins, only to drop out or switch sides when the goblins were brought to the brink of destruction. Chaotic Neutral: Chaotic neutral characters believe there is no order to anything, including their own actions. With this as a guiding principle, they tend to follow whatever whim strikes them at the moment. Good and evil are irrelevant when making a decision. Chaotic neutral characters are extremely difficult to deal with. Such characters have been known to cheerfully and for no apparent purpose gamble away everything they have on the roll of a single die. Lawful Evil: These characters believe structure and organization elevate those who deserve to rule. They prefer a clearly defined hierarchy between master and servant. If someone suffers because of a law that benefits lawful evil characters, too bad. Lawful evil characters obey laws out of fear of punishment or pride of power. Because they honor any contract or oath they have made, lawful evil characters are careful about giving their word. Once given, they break their word only if they can find a way to do it within the laws of the society.
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Neutral Evil: Neutral evil characters are primarily concerned with themselves and their own advancement. If there is a quick and easy way to gain a profit, whether it be legal, questionable, or obviously illegal, they take advantage of it. Although neutral evil characters do not have the every-man-for-himself attitude of chaotic evil characters, they have no qualms about betraying their friends and companions for personal gain. They typically base their allegiance on power and money, which makes them quite receptive to bribes. Chaotic Evil: Chaotic evil characters are motivated by personal pleasure. The strong have the right to take what they want, and the weak are there to be exploited. When chaotic evil characters band together, they are not motivated by a desire to cooperate, but rather to oppose powerful enemies. Such a group can be held together only by a strong leader capable of bullying his underlings into obedience. Since leadership is based on raw power, a leader is likely to be replaced at the first sign of weakness by anyone who can take his position away from him.
Hit Dice As characters go up levels, their number of hit points increase based on their Hit Dice. Each class has a different hit die which reflects their ability to avoid damage in combat. For example, fighters have a d10, which indicates that they gain 1-10 hit points when going up a level. A mage, on the other hand, being a poor fighter, gains only 1-4 hit points when going up a level. The number of Hit Dice each class receives is shown on page 135-136. Weapon Proficiencies Weapon proficiency represents a characters knowledge and training with a specific weapon. When a character is created he or she has a few initial slots which must be filled immediately before the character embarks on their first adventure. A character can assign weapon proficiency slots only to those weapons allowed by his or her character class. As a character reaches higher experience levels, he also earns additional weapon proficiency points that can be assigned. The rate at which proficiencies are gained depends on the characters class; fighters gain proficiencies very quickly, mages very slowly.
A character with a specific weapon proficiency is skilled with that weapon. Hence, if you have assigned one proficiency point to a character, he or she can attack without penalty using that weapon. If you equip a character with a weapon that he or she is not proficient with, they suffer penalties to hit and damage.
Proficiencies The proficiencies break down as follows: Great Swords Bastard Swords, Two-Handed Swords Long Swords Long Swords, Broad Swords, Scimitars Short Swords Short Swords
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Daggers Axes Halberds Spears Maces Flails Hammers Clubs Quarterstaffs Crossbows Bows Missile Weapons
Daggers (and Throwing Daggers) Axes, Two-Handed Axes, Throwing Axes Halberds Spears Maces, Morning Stars Flails Hammers, Two-Handed Hammers Clubs Staffs Crossbows Bows Slings, Darts
Special Abilities Cure Disease Paladins have the ability to cure disease once per day. This is identical to the 3rd level priest spell, Cure Disease.
Detecting Secret Doors Each character has their secret door detection ability on at all times. Their chances are calculated using the following: Mage: 5% Fighter: 10% Thief: 15% Cleric: 10% Depending on Race, they also get a bonus: Elf: 20% Halfling: 5% Dwarf: 10% When a thief has his find traps ability on, he has a 100% chance to detect secret doors. Druidic Shape Change At higher levels druids can change their shape into three different animals, each once per day. They can choose to transform into a polar bear, winter wolf, or boring beetle. Depending on the druid, the animals will have more hit points, faster movement rates, or extremely damaging claw and bite attacks, which are perfect for combat situations. Dual Weapon Usage Rangers get 1 bonus attack per round if they are using either a small or large sword. They get the bonus attack only if they have a 1 handed sword equipped, and no shield.
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Find Traps When thieves select the find traps mode, they will continually look around for traps. The traps have a chance of being found by the thief at any time based on their ability, so moving slowly can make finding more likely. If a thief chooses any other action, he is unable to find traps until this mode is reselected. Traps are outlined in red. Once found, the thief can use the find traps skill to try and disarm it. Identify Items Whenever you R-click on an item, the lore skill of your character is compared to the lore value of the item under consideration. If the lore skill is high enough, you successfully identify the item and can see what it does. If you cannot identify an item with any of your characters you can always cast the Identify spell or take the item to a store or temple and have it identified... for a price. Immunity to Disease Paladins are immune to the effects of disease. Infravision Infravision allows you to see more clearly in the dark by revealing the heat generated by bodies. All warm-blooded creatures appear as red shapes if they are in the dark, at night. Undead or cold-blooded creatures are not affected by this spell or ability. Elves, half-elves, gnomes, and dwarves use this ability automatically at night or in dark conditions. Lay Hands A paladin can heal himself or others by laying his hands upon them. A paladin can heal 2 hit points per experience level in this manner. This ability is usable once per day. Lore Each character has a lore rating. Every item has a lore value. If a characters lore rating is equivalent or higher than an items lore value, he can identify that item. As characters gain levels, they are able to identify items based on their experience. This is listed in the table below: Bard: +10 lore/level. Thief: +3 lore/level. Mage: +3 lore/level. All other classes: +1 lore/level. Characters receive bonuses and penalties to their lore based on their Intelligence and Wisdom. The modifier is not cumulative with each level, but each ability bonus is applied separately. It is a one-time bonus at character creation. See the tables on page 133 for ability bonuses and modifiers. (E.g. A character with 18 Wisdom (+10) and 15 Intelligence (+5) would have +15 to Lore.)
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Magic Resistance Magic resistance enables a creature to ignore the effects of spells and spell-like powers. If a creature fails to avoid a spell due to magic resistance, he or she can still make a saving throw against that spell to avoid the effects. Magic Resistance does not affect healing spells or spells that benefit the target. Protection from Evil Paladins have an innate ability to ward off the forces of evil. They can use this ability through the Special Abilities button; the effect is identical to the 1st-level wizard spell Protection from Evil. Racial Enemy Rangers tend to focus their efforts against one particular type of marauder. When the ranger encounters that enemy, he gains a +4 bonus to his attack rolls. However, the Ranger suffers a -4 penalty to all encounter reactions with these creatures as well, should he have to speak with them. Rangers choose their racial enemy when they create their character, and they can pick from the following creatures: Corporeal Undead (ghouls, zombies and wights), Giants, Goblins, Lizard Men, Orcs, Salamanders (fire and frost), Skeletal Undead (skeletons, liches), Spectral Undead (ghosts, shadows, wraiths, specters), Spiders, Umber Hulks and Yuan-Ti. Specialization Fighters, paladins, and rangers can train and hone their weapons skills to higher levels than other classes. This is accomplished by assigning more proficiencies to a single weapon. Missile weapons can not be specialized above the level of Master (3 points spent). The effects of specialization are shown below:
Level of Proficiency Points Spent Bonus to Hit Bonus Damage Attacks per round
1 2 3 4 5
0 +1 +3 +3 +3
0 +2 +3 +4 +5
Note that paladins and rangers cannot hone their weapon skills beyond specialized. Note that bows and crossbows do not receive the additional multiple attacks per round, though they do get bonuses to hit and to damage.
The number of attacks listed above applies only to melee weapons. Note that an extra 1/2 attack is gained at 7th level in addition to those shown on the table.
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Spell Casting See Magic and the Spell System in Icewind Dale starting on page 74. Stealth (Hide in Shadows/Move Silently) and Backstab Thieves and Rangers can enter stealth mode - effectively becoming invisible for a time - by hitting the stealth button. Note that Stealth is affected by the shadows in the area (the darker the area, the greater the chance of success). For thieves, being stealthy has an added bonus - once invisible, their next attack is a backstab for 2x, 3x, or 4x damage, depending on the thiefs level. Moving around risks detection. Once a thief attacks the stealth mode is ended until successfully reselected. The thief must be out of his enemys direct line of sight before he can enter stealth mode again. Note that there are points in the game where even a character who is hidden or invisible will still be seen and detected in order to allow the advancement of the plot. The detection is usually followed by the NPC spotting the PC and initiating dialogue or a scripted sequence. Although Rangers can wear a wider range of armor than thieves, they gain penalties to their stealth skill the heavier the armor theyre wearing. Its hard to be stealthy in plate mail. Thieving (Pick Pockets, Open Locks, Remove Traps) Thieves can pick pockets (random chance of an item carried by the hapless victim), pick locks, and remove traps as well. This is achieved by selecting the thieving button and clicking on the target. Turning Undead One important, and potentially life-saving, combat ability available to priests and paladins is the ability to turn undead (note that druids cannot turn undead). Through the priest or paladin, their deity manifests a portion of its power, terrifying undead creatures or blasting them out of existence. However, since the power must be channeled through a mortal vessel, success is not always assured. This ability is a mode selection for that character nothing else can be attempted while he or she is attempting to turn undead. Good priests and paladins can turn undead so they lose morale and run away, or (less often) destroy them outright. Evil priests can sometimes gain control of undead, who can then perform actions for the priest. The turning undead ability improves with level.
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For priest spells, the school notation is used only for reference purposes, to indicate which school the spell is considered to belong to. Range: This lists the distance from the caster at which the spell effect occurs or begins, in feet. The caster indicates the spell can be used on the caster only, with the effect embodied within or emanating from him. Touch means the caster can use the spell on others if he can physically touch them (that is, score a successful to hit roll). Healing spells require no to-hit roll. Duration: This lists how long the magical energy of the spell lasts. Spells of instantaneous duration come and go the moment they are cast, although the results of these spelIs may be permanent and unchangeable by normal means. Spells of permanent duration last until the effects are negated by some means, usually by a dispel magic. Some spells have a variable duration. Casting Time: This represents a fraction of the spell casters seven second personal initiative round which is used performing the chants and motions necessary to cast the spell. This time is exactly equivalent to the speed factor of a weapon. The spell casting time is varied by an initiative roll that is performed each time a spell is cast. Area of Effect: This lists what is affected by the spell, be it an area, or a group of creatures. Some spells (such as bless) affect the friends or enemies of the caster. In all cases, this refers to the perception of the caster at the time the spell is cast. Note that it is possible to run out of an area of effect when a spell is triggered (for example, it is possible to run out of the blast radius of a fireball while its exploding). Saving Throw: This lists whether the spell allows the target a saving throw and the effect of a successful save: Neg. results in the spell having no effect; 1/2 means the character suffers half the normal amount of damage; None means no saving throw is allowed. Spell Description: The text provides a complete description of how the spell functions. Conjuring: In Icewind Dale, youll have the opportunity to summon real or illusionary creatures to fight for your party (Animal Summoning, Monster Summoning, Shadow Monsters, and so on). While these spells are incredibly useful, there is a limit on the number of summoned creatures you can have at any one time - generally, one or two summon spells will take you to the maximum number of creatures you can conjure, so dont plan on being able to summon an army to fight for you.
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Armor creates a magical field of force with the strength of scale mail armor (AC 6). Its effects are cumulative with Dexterity and, in the case of fighter/mages, with the shield bonus. The spell does not hinder movement, adds no weight or encumbrance, nor does it prevent spell casting. It lasts until successfully dispelled or until the duration runs out.
Burning Hands (Alteration) Range: Caster Area of Effect: Caster Duration: Instantaneous Saving Throw: 1/2 Casting Time: 1
When the wizard casts this spell, a jet of searing flame shoots from his fingertips. The flame jets are five feet in length and spread out in a horizontal arc of about 120 degrees in front of the wizard. Any creature in the area of effect suffers 1-3 hit points of damage, plus 2 points per level of experience of the spellcaster, to a maximum of 1-3 + 20 points of fire damage. If the target saves vs. spell, they only take half damage.
Charm Person (Enchantment/Charm) Range: Sight of caster Area of Effect: 1 person Duration: 1 turn Saving Throw: Neg. Casting Time: 1
This spell affects any single person it is cast upon. The term person includes any bipedal human, demihuman, or humanoid of man-size or smaller, such as dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, lizard men, orcs, troglodytes, and others. Thus, a 10th-level fighter could be charmed, but an ogre could not. The person receives a saving throw vs. spell to avoid the effect. If the save is failed, the victim regards the caster as a trusted friend and ally to be heeded and protected. The caster may give him orders, and the charmed individual will carry them out without question. If the caster harms, or attempts to harm, the charmed person by some overt action, or if a dispel magic spell is successfully cast upon the charmed person, the Charm Person spell is broken. If two or more charm effects simultaneously affect a creature, the most recent charm takes precedence. Note that the subject has full memory of the events that took place while he was charmed. No charmed creatures may leave the area or attack nonhostile targets.
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Chill Touch (Necromancy) Range: Caster Area of Effect: Caster Duration: 3 rounds+1 round/level Saving Throw: Neg. Casting Time: 1
When the caster completes this spell, a blue glow encompasses his hand. This energy attacks the life force of any creature upon which the wizard makes a successful melee attack. The touched creature must make a saving throw vs. spell or suffer 1-4 points of cold damage and receive a -1 THACO modifier for one hour after being struck. If the creature is an undead creature, they are affected by panic for 1-4 +1 turns per level of the caster. Undead suffer no damage or to hit penalty from chill touch.
Chromatic Orb (Evocation) Range: Sight of caster Area of Effect: 1 creature Duration: Special Saving Throw: Neg. Casting Time: 1
This spell creates a 4-inch-diameter sphere that can be hurled unerringly to its target. The orbs effect depends on the level of the wizard: A 1st-level sphere inflicts 1-4 damage and blinds the target for one round. A 2nd-level sphere inflicts 1-6 damage and inflicts pain upon the victim. A 3rd-level sphere deals 1-8 damage and burns the victim. A 4thlevel sphere deals 1-10 damage and blinds the target for four turns. A 5th to 6th-level sphere deals 1-12 damage and stuns the target for three rounds. The 7th to 9th-level sphere deals 2-16 damage and paralyzes the victim for 13 rounds. A 10th to 11th level sphere turns the target to stone if they fail their saving throw, and slows them for five rounds if they succeed. A 12th level sphere causes death if the target fails their saving throw, or paralysis for four rounds if they succeed. Unless stated otherwise in the above description, a save against this spell negates both the damage and the other effects.
This spell creates a vivid, fan-shaped spray of clashing colors to spring forth from the casters hand. From one to six creatures within the area are affected in order of increasing distance from the wizard. All creatures in the area above the level of the caster or ones that have greater than 6 Hit Dice (or are greater than 5th Level) must make a saving throw vs. spells. The spells effects depend on the caster creatures with Hit Dice/levels less than or equal to the caster are knocked unconscious for 2-8 turns, those with Hit Dice/levels one or two greater than the wizard are blinded for 1-4 turns, and any other creatures are stunned for 1 turn.
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Friends (Enchantment/Charm) Range: Caster Area of Effect: Caster Duration: 1-4 rounds+1 round/level Saving Throw: Special Casting Time: 1 A Friends spell causes the wizard to temporarily gain 5 points of Charisma. Those who view the caster tend to be very impressed with him and make an effort to help him. Officious bureaucrats might decide to become helpful; surly gate guards might wax informative; attacking orcs might spare the casters life, taking him captive instead. Grease (Conjuration) Range: 10 yards Area of Effect: 5-foot radius Duration: 3 rounds+1 round/level Saving Throw: Special Casting Time: 1 A Grease spell covers the ground with a slippery layer of a fatty, greasy nature. Any creature entering the area or caught in it when the spell is cast must save vs. spell every round or have their movement rate slowed to a crawl as long as they are in the area of effect. Those who successfully save can move normally. Identify (Divination) Range: 0 Area of Effect: 1 item in inventory Duration: 1 item Saving Throw: None Casting Time: Special Identify is cast by right-clicking an unidentified object from the inventory screen. When cast, the spell identifies the items name, what it does, and if it bears a curse. The Identify spell (whether cast by the mage or cast from a scroll) only works on items in the casters inventory. Infravision (Divination) Range: Touch Area of Effect: 1 creature Duration: 8 hours Saving Throw: None Casting Time: Special The recipient of this spell gains the ability to see with infravision, just as an elf or dwarf. Larlochs Minor Drain (Necromancy) Range: Sight of caster Area of Effect: 1 creature Duration: Instantaneous Saving Throw: None Casting Time: 1 With this spell the wizard drains the life force from a target and adds it to his own. The target creature suffers 1-4 damage, while the
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wizard gains 1-4 hit points. If the wizard goes over his maximum hit point total with this spell, he loses them after a turn.
Magic Missile (Evocation) Range: Sight of caster Area of Effect: 1 creature Duration: Instantaneous Saving Throw: None Casting Time: 1
The Magic Missile spell creates up to 5 missiles of magical energy that dart forth from the wizards fingertip and unerringly strike a target. Each missile inflicts 2-5 points of damage. For every two extra levels of experience, the wizard gains an additional missile - he has two at 3rd level, three at 5th level, four at 7th level, etc., up to a maximum of five missiles at 9th level.
Protection from Evil (Abjuration) Range: Touch Area of Effect: The caster Duration: 2 rounds/level Saving Throw: None Casting Time: 1
When this spell is cast, a magical barrier forms around the recipient. It moves with the target and has two effects: First, the protected creature receives a +2 bonus to their Armor Class and a +2 to Saving Throws. Second of all, the creature becomes immune to charm-based spells or effects (Charm Person, Charm Person or Mammal, Domination, and so on).
Protection from Petrification (Abjuration) Range: Touch Area of Effect: 1 creature Duration: 3 rounds/level Saving Throw: None Casting Time: 1
This spell grants the recipient immunity to all petrification attacks. This includes basilisk and medusa gaze, cursed scrolls of petrification, etc.
When this spell is cast, an invisible barrier comes into being in front of the wizard. It sets the casters Armor Class to 4 against normal weapons, 2 against missile weapons and makes the wizard immune to any Magic Missiles cast at him.
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Shocking Grasp (Alteration) Range: Touch Area of Effect: 1 creature Duration: Special Saving Throw: None Casting Time: 1
When the wizard touches a creature while this spell is in effect, an electrical charge will deal 1-8 +(1/level of the caster) damage to the creature. The wizard only has one charge, and once an opponent has been touched the spells energies have been used. The spell always hits unless the mage is disrupted.
Sleep (Enchantment/Charm) Range: Sight of caster Area of Effect: 15-foot radius Duration: 5 rounds/level Saving Throw: Neg. Casting Time: 1
Sleep causes a comatose slumber to come upon 2-8 hit dice/levels of creatures (other than undead and certain other creatures specifically excluded from the spells effects). All creatures to be affected by the Sleep spell must be within 30 feet of each other. Monsters with 4+3 Hit Dice (4 Hit Dice plus 3 hit points) or more are unaffected. The center of the area of effect is determined by the spellcaster. Though its not the stuff of which legends are made, magically sleeping opponents can be attacked with substantial bonuses although they will awaken after the first hit.
Blindness (Illusion/Phantasm) Range: Sight of caster Area of Effect: 1 creature Duration: 8 hours Saving Throw: Neg. Casting Time: 2
This spell blinds its target. A saving throw is allowed, and if successful, there are no harmful effects. If a victim is blinded he receives -4 to his attack rolls, and a -4 to his Armor Class.
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Blur causes the wizards body to become blurred, shifting and wavering. This distortion gives the wizard +1 to all saving throws, and all missile and melee attacks have a -3 to hit him.
This spell creates a staff of force in the casters hand. It is treated as a magical weapon, doing 1-6 hit points of damage per hit, and it can hit creatures immune to normal weapons. It is a staff, however, so if the caster does not have a proficiency in staff weapons, then the Decastave is used at a penalty. The staff also has the power to drain a target of 1-2 hit points on the first strike. These hit points are added to the casters, but they can only heal damage the caster has taken; they will not raise his hit points beyond his normal maximum.
This spell is similar to the 1st level priest spell, Detect Evil. Any evil creature within the range of the spell will glow red briefly.
Detect Invisibility (Divination) Range: Sight of caster Area of Effect: Special Duration: 4 turns Saving Throw: None Casting Time: 2
When the wizard casts a Detect 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.
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Ghoul Touch (Necromancy) Range: Caster Area of Effect: Caster Duration: 6 rounds Saving Throw: Neg. Casting Time: 3
When the caster completes this spell, a green glow encompasses his hand. If the wizard makes a successful melee attack against a creature, the creature must make a saving throw vs. spell or be paralyzed for six rounds.
All enemies within the area of effect must save vs. spell or flee in terror. Certain creatures, such as undead, are immune to this spell.
Invisibility (Illusion/Phantasm) Range: Touch Area of Effect: 1 creature Duration: 4 hours or special Saving Throw: None Casting Time: 2
This spell turns a creature invisible and makes it undetectable by normal vision or infravision. Items dropped or put down by the invisible creature become visible, items picked up disappear if tucked into the clothing or pouches worn by the creature. The spell remains in effect until it is magically broken or dispelled, until the recipient attacks any creature, or until 24 hours have passed. Thus the invisible being can open doors, talk, eat, climb stairs, etc., but if he attacks or casts a spell, he immediately becomes visible (although the invisibility enables him to attack first).
The Knock spell opens locked, held or wizard locked doors. It opens secret doors, as well as locked boxes or chests. It does not raise barred gates or similar impediments.
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Know Alignment (Divination) Range: 10 yards Area of Effect: 1 creature Duration: 1 round Saving Throw: Neg. Casting Time: 1 round
A Know Alignment spell enables the mage to read a creatures aura. If the creature rolls a successful saving throw vs. spell, the caster learns nothing about that particular creature from the casting. Certain magical devices negate the power of the Know Alignment spell. Evil creatures will glow red, neutrals blue, and friendly creatures will glow green for a brief period.
Luck (Enchantment/Charm) Range: 10 yards Area of Effect: 1 creature Duration: 3 rounds Saving Throw: None Casting Time: 2
The recipient of this spell gains superhuman luck for the next 3 rounds. He receives a +1 bonus to his saving throws, attack rolls, thieving skills, etc.
Melfs Acid Arrow (Conjuration) Range: Sight of caster Area of Effect: 1 creature Duration: Special Saving Throw: Special Casting Time: 2
This spell creates a magical arrow that speeds unerringly to its target. The arrow has no attack or damage bonus, but it inflicts 2-8 points of acid damage. (There is no splash damage.) For every three levels the caster has achieved, the acid lasts another 1 round, inflicting another 2-8 points of damage. So at 3rd-5th level, the acid lasts 2 rounds, at 6th8th level, the acid lasts for 3 rounds, etc.
Mirror Image (Illusion/Phantasm) Range: Caster Area of Effect: 6-foot radius Duration: 3 rounds/level Saving Throw: None Casting Time: 2
When a Mirror Image spell is invoked, the spellcaster causes two to eight duplicates of himself to come into being around him. These images do exactly what the wizard does. Since the spell causes a blurring and slight distortion when it is cast, it is impossible for opponents to be certain which ones are the illusions and which is the actual wizard. When an image is struck by a melee or missile attack, magical or otherwise, it disappears, but any other existing images remain intact until struck. The images shift from round to round so that an enemy must first hit every image before being able to hit the wizard.
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This mage spell instills courage in the spell recipient, raising his morale to its highest. The recipients morale will gradually reset to normal as the duration runs out. If the recipient is affected by magical fear, this spell is negated.
Snillocs Snowball Swarm (Evocation) Range: Sight of caster Area of Effect: 25-foot radius Duration: Instantaneous Saving Throw: 1/2 Damage Casting Time:2
This spell causes a flurry of snowballs to erupt from a point within range. These snowballs will hit everything within the area of effect, doing 1-3 hit points/level, up to a maximum of 8-24 hit points at level 8. Against fire-using or fire-dwelling creatures, it inflicts 1-6 hit points/level.
Stinking Cloud (Evocation) Range: Sight of caster Area of Effect: 20-foot cube Duration: 1 round/level Saving Throw: Special Casting Time:2
Stinking Cloud creates a billowing mass of nauseous vapors up to 30 yards away from the wizard. Any creature caught within the cloud must roll a successful saving throw vs. poison or be reeling and fall unconscious for the next round. Those who make successful saving throws can leave the cloud without suffering any ill effects, although those remaining in the cloud must continue to save every round.
This spell gives 1-6 points of Strength to a target, up to a maximum of 19, giving the target the appropriate strength bonuses. If a character has higher than 19, then this spell has no effect.
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The recipient of this spell can cast spells with a verbal component without having to make any noise, so long as the casting takes place entirely within the duration of the Vocalize spell. This spell has no effect on other noises or speech - it simply removes a spells verbal component. This spell is a great counter for Silence 15 Radius.
Web creates a many-layered mass of strong, sticky strands, similar to spider webs, but much larger and tougher. Anyone in the area when the spell is cast must roll a saving throw vs. spells every round. If failed, the creature is paralyzed for one round. If the saving throw is successful, then the creature may move normally.
Dispel Magic (Abjuration) Range: Sight of caster Area of Effect: 30-foot cube Duration: Instantaneous Saving Throw: None Casting Time: 3
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.
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Fireball is one of the reasons that mages gained acceptance in the field of adventuring. To cast it, the wizard points his finger and speaks the range (distance and height) at which the fireball is to burst. A streak flashes from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the fireball (an early impact results in an early detonation), delivering damage proportional to the level of the wizard who cast it: 1-6 points of damage for each level of the spellcaster (up to a maximum of 10-60). Those who roll successful saving throws manage to dodge, fall flat, or roll aside, taking only half damage.
Flame Arrow (Conjuration/Summoning) Range: Sight of caster Area of Effect: Special Duration: 1 round Saving Throw: None Casting Time: 3
This spell enables the caster to hurl fiery arrows at his enemies. Each bolt inflicts 1-6 points of piercing damage, plus 4-24 points of fire damage. Only half of the fire damage is inflicted if the creature struck saves vs. spell. The caster can fire one bolt for every five experience levels (two bolts at 10th level, three at 15th level, etc.).
Ghost Armor (Conjuration) Range: Touch Area of Effect: 1 creature Duration: 1 round/level Saving Throw: None Casting Time: 1
This spell creates a magical field of force with the strength of plate armor (AC 3). It is cumulative with Dexterity effects and, in the case of fighter/mages, with the shield bonus. 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.
Haste (Alteration) Range: Sight of caster Duration: 3 rounds + 1 round/level Casting Time: 3
Haste doubles the base movement and attack rates of all friendly creatures within the area of effect. (Spellcasting and spell effects are not sped up.) All affected by the Haste spell must be in the designated area
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of effect. Note that this spell negates the effects of a Slow spell. This spell is not cumulative with itself or with other similar magic.
Hold Person (Enchantment/Charm) Range: Sight of caster Area of Effect: special Duration: 2 rounds/level Saving Throw: Neg. Casting Time: 3
This spell holds 1-4 humans, demihumans, or humanoid creatures immobile for five rounds or longer. The Hold Person spell affects any bipedal human, demihuman, or humanoid of mansize or smaller, including dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, halforcs, hobgoblins, humans, lizard men, orcs, troglodytes, and others. Thus, a 10th-level fighter could be held, while an ogre could not. The effect selects the enemies closest to the target and holds them. Enemies making their saving throws are totally unaffected by the spell. Undead creatures cannot be held. Held creatures cannot move or speak, but they remain aware of events around them and can use abilities not requiring motion or speech. Being held does not prevent the worsening of the subjects condition due to wounds, disease, or poison.
This spell fires a magical lance of ice at a target of the casters choosing. It automatically hits, inflicting 5-30 points of damage and forcing the target to make a saving throw vs. spell or be stunned for 1-4 rounds.
Lightning Bolt (Evocation) Range: Sight of caster Area of Effect: Special Duration: Instantaneous Saving Throw: 1/2 Casting Time: 3
Upon casting this spell, the wizard releases a powerful stroke of electrical energy that inflicts 1-6 points of damage per level of the spellcaster to each creature within its area of effect (maximum damage of 10-60). A successful saving throw vs. spell reduces this damage to half (round fractions down). When the lightning bolt intersects with a wall it will rebound until it reaches its full length - hitting the same enemy multiple times, or even members of your own party.
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Monster Summoning I (Conjuration/Summoning) Range: Sight of caster Area of Effect: Special Duration: 3 rounds + 1 round/level Saving Throw: None Casting Time: 4
Within a round of casting this spell, 2-8 weak monsters magically appear within spell range and attack the casters opponents until the spell duration expires, or the monsters are slain, at which point they vanish. If no opponent exists to fight, and the wizard can communicate with them, the summoned monsters can perform other services for the wizard.
Nondetection (Abjuration) Range: Sight of caster Area of Effect: 1 creature or item Duration: 7 turns/level Saving Throw: None Casting Time: 3
By casting this spell, the wizard makes the creature or object touched undetectable by divination spells such as Clairaudience, Clairvoyance, Locate Object, ESP, and detect spells. It also prevents spells that reveal a hidden or invisible (such as Detect Invisibility and Invisibility Purge) from working on the target.
Protection from Normal Missiles (Abjuration) Range: Touch Area of Effect: 1 creature Duration: 1 turn/level Saving Throw: None Casting Time: 3
This spell gives a target total invulnerability to hurled and projected missiles including arrows, axes, bolts, small stones, and spears. This spell does not provide protection from magical attacks such as Fireballs, Lightning Bolts, or Magic Missiles.
Skull Trap (Necromancy) Range: Sight of caster Duration: Until triggered Casting Time: 3
Upon casting this spell, a skull is thrown by the caster at the target area. The skull floats in the area until a creature comes within 5 feet of it. When this happens the skull is triggered and explodes, damaging everyone within a 30-foot radius. The damage inflicted is equal to 1-6 hit points per level of the caster. When casting this spell it is wise to set it far away from the party, lest they set it off accidentally.
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Slow (Alteration) Range: Sight of caster Duration: 3 rounds + 1 round/level Casting Time: 3
Slow causes creatures to move and attack at 1/2 of their normal rates. It negates Haste, but does not otherwise affect magically speeded or slowed creatures. Slowed creatures gain +4 penalty to AC, and suffer a -4 to attack. To make matters worse, creatures save at -4 vs. this spell.
Vampiric Touch (Necromancy) Range: Touch Area of Effect: 1 creature Duration: Instantaneous Saving Throw: None Casting Time: 3
When the caster successfully touches an opponent in melee, the opponent loses 1-6 hit points for every two caster levels, to a maximum drain of 6-36 for a 12th-level caster. These hit points are added to the casters total, with any hit points over the casters normal maximum total treated as temporary bonus hit points. The temporary hit points last for an hour.
Confusion (Enchantment/Charm) Range: Sight of caster Area of Effect: 60-foot cube Duration: 2 rounds + 1 round/level Saving Throw: Special Casting Time: 4
This spell causes confusion in one or more creatures within the area, creating indecision and the inability to take effective action. All creatures within the area of affect are allowed saving throws vs. spell with a -2 penalty. Those successfully saving are unaffected by the spell. Those who fail either go berserk, stand confused, or wander about for the duration of
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the spell. Wandering creatures move as far from the caster as possible; any confused creature that is attacked perceives the attacker as an enemy and reacts accordingly.
Dimension Door (Alteration) Range: Caster Area of Effect: Caster Duration: Instantaneous Saving Throw: None Casting Time: 1
This spell transports the caster to any place within the visual range of the caster. When the spell is cast a dimensional portal opens up in front of the caster, which he immediately steps through.
Emotion: Courage (Enchantment/Charm) Range: Sight of caster Area of Effect: 20 ft. cube Duration: Special Saving Throw: Negates Casting Time: 4
This spell creates the emotion of courage within the area of effect. All creatures affected by the spell gain +1 to hit, +3 to their damage rolls, and +5 temporary hit points (which can put them above their maximum hit points). This spell nullifies all fear effects within the area of effect at the time of casting.
Emotion: Fear (Enchantment/Charm) Range: Sight of caster Area of Effect: 20 ft. cube Duration: Special Saving Throw: Negates Casting Time: 4
This spell creates the emotion of fear within the area of effect. All creatures affected by the spell flee for 2-8 rounds.
Emotion: Hope (Enchantment/Charm) Range: Sight of caster Area of Effect: 20 ft. cube Duration: Special Saving Throw: Negates Casting Time: 4
This spell creates the emotion of hope within the area of effect. All creatures affected by the spell gain a morale boost, and +2 on their saving throws, attack rolls and damage rolls.
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Emotion: Hopelessness (Enchantment/Charm) Range: Sight of caster Area of Effect: 20 ft. cube Duration: Special Saving Throw: Negates Casting Time: 4
This spell creates the emotion of hopelessness within the area of effect. All creatures affected by the spell just stand and do nothing for the duration of the spell.
Greater Malison (Enchantment/Charm) Range: 60 feet. Area of Effect: 30-foot radius sphere Duration: 2 rounds/level Saving Throw: None Casting Time: 4
This spell causes all enemy targets in the area of effect to suffer a -2 on all their saving throws as long as the spell is in effect.
Ice Storm (Evocation) Range: Sight of caster Duration: Special Casting Time: 4
When this spell is cast, shards of ice smash down on all targets in the area of effect, doing 3-30 points of cold damage.
Improved Invisibility (Illusion/Phantasm) Range: Touch Area of Effect: 1 creature Duration: 4 rounds + 1 round/level Saving Throw: None Casting Time: 4
This spell is similar to the Invisibility spell, but the recipient is able to attack, either with missile, melee weapons or spells, and remain unseen. However, telltale traces, a shimmering, allow an observant opponent to attack the invisible spell recipient. These traces are only noticeable when specifically looked for (after the invisible character has made his presence known). Attacks against the invisible character suffer a -4 penalty to attack rolls, and the invisible characters saving throws are made with a +4 bonus.
Minor Globe of Invulnerability (Abjuration) Range: Caster Area of Effect: 5-foot-radius sphere Duration: 1 round/level Saving Throw: None Casting Time: 4
This spell creates an immobile, faintly shimmering magical sphere around the caster that prevents any 1st-, 2nd-, or 3rd-level spell effects from penetrating (i.e., the area of effect of any such spell does not
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include the area of the Minor Globe of Invulnerability). This includes innate abilities and effects from devices. However, any type of spell can be cast out of the magical sphere with no penalty. The globe can be brought down by a successful Dispel Magic spell.
Monster Summoning II (Conjuration/Summoning) Range: Sight of caster Area of Effect: Special Duration: 3 rounds + 1 round/level Saving Throw: None Casting Time: 4
This spell is much like the 3rd-level Monster Summoning I spell, except that this spell summons 1-6 monsters of moderate strength. These appear anywhere within the spell range and attack the casters opponents until the spell duration expires or the monsters are slain, at which point they vanish. If no opponent exists to fight and the wizard can communicate with them, the summoned monsters can perform other services for the summoning wizard.
Otilukes Resilient Sphere (Alteration) Range: Sight of caster Area of Effect: Target Creature Duration: 7 rounds Saving Throw: Neg. Casting Time: 1
When this spell is cast, the result is a globe of shimmering force that encloses the subject creature (if it fails to successfully save vs. spell). The resilient sphere will contain its subject for the duration of the spell. The sphere is completely immune to all damage; the only method of removing the sphere is by the use of a Dispel Magic spell. Hence the creature caught inside the globe is completely safe from all attacks, but at the same time is completely unable to affect the outside world.
Remove Curse (Abjuration) Range: Touch Area of Effect: Special Duration: Permanent Saving Throw: Special Casting Time: 4
Upon casting this spell, the wizard is usually able to remove a curse on an object, on a person, or in the form of some undesired sending or evil presence. Note that the Remove Curse does not remove the curse from a cursed shield, weapon, or suit of armor, although the spell typically enables the person afflicted with the cursed item to get rid of it. Certain special curses may not be countered by this spell, or may be countered only by a caster of a certain level or more.
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Shadow Monsters (Illusion/Phantasm) Range: Sight of caster Area of Effect: 20-foot cube Duration: 1 round/level Saving Throw: Special Casting Time: 4
This spell shapes material from the Demiplane of Shadow into illusionary monsters. These monsters are randomly summoned one by one with Hit Dice between 1 and the level of the spellcaster, until the summoned creatures Hit Dice total the spellcasters level. (For example, a 15th level wizard could summon a 10th level creature one round, then the next round the next creature appearing would have 1 through 5 Hit Dice, and so on.) These shadowy creatures have only 20% of the hit points of their real-world counterparts, although their attacks do full damage.
Spirit Armor (Necromancy) Range: Touch Area of Effect: 1 Creature Duration: 3 Turns Saving Throw: None Casting Time: 3
This spell is similar to the 3rd level spell Ghost Armor in that it creates a barrier around the targets body for the duration of the spell. This spell however, actually taps in to the targets life force in order to create the barrier. The armor itself is weightless, and does not hinder movement or spell casting. The Spirit Armor does not work cumulatively with any other armor, though dexterity bonuses still apply, as do magic rings and shields. While in effect, the AC (armor class) of the recipient will be 1, as if he was wearing plate mail. Also, due to the magical nature of the spell, he will also receive a +3 bonus to save vs. magical attacks. There is a danger, however, as when the spell runs out the external portion of the spirit is temporarily lost, inflicting 2-8 points of damage upon the target.
Arguably one of the best defensive spells ever, Stoneskin makes the affected creature virtually immune to any cut, blow, projectile or the like (although spells and spell damage will still affect the creature as normal). The next 1 to 4 attacks (+1 attack/2 levels of the caster) that strike the creature will simply bounce off with no effect. Casting this spell multiple times does not have a cumulative effect.
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Chaos (Enchantment/Charm) Range: Sight of caster Area of Effect: 60-foot cube Duration: 9 rounds Saving Throw: Special Casting Time: 4
The effects of this spell are identical to the 4th level spell Confusion. The victims wander around as if in daze, sometimes wandering away, sometimes attacking, either friend or foe. If the victim is 4th level or lower, he does not receive a saving throw versus the effects. However if the victim is 5th level or higher, he receives a save vs. spell at 4. The spell lasts for the duration or until a successful Dispel Magic is cast.
This spell generates a billowing cloud of ghastly vapors that slays any creature with fewer than 4+1 Hit Dice and causes creatures with 4+1 to 6 Hit Dice to roll saving throws vs. poison with -4 penalty or be slain. Holding ones breath has no effect on the lethality of the spell. Those above 6th level (or 6 Hit Dice) must leave the cloud immediately or suffer 1-10 points of poison damage every round while in the area of effect.
Cone of Cold (Evocation) Range: Caster Area of Effect: 35-feet long, 1-foot Duration: Instantaneous diameter/level Casting Time: 5 Saving Throw: 1/2
This spell releases a cone-shaped blast of extreme cold from the caster, doing 2-5 hit points of cold damage per level of the caster. The cone is 35 feet long, and 1 foot in diameter/level of the caster.
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Conjure Earth Elemental (Conjuration/Summoning) Range: Sight of caster Area of Effect: Special Duration: 1 turn/level Saving Throw: None Casting Time: 1 round
This spell allows the caster to summon an elemental from the Elemental Plane of Earth and bind it to his will. This elemental will fight on behalf of the caster until the spell duration expires or the elemental is destroyed.
Conjure Fire Elemental (Conjuration/Summoning) Range: Sight of caster Area of Effect: Special Duration: 1 turn/level Saving Throw: None Casting Time: 1 round
This spell allows the caster to summon an elemental from the Elemental Plane of Fire and bind it to his will. This elemental will fight on behalf of the caster until the spell duration expires or the elemental is destroyed.
Conjure Water Elemental (Conjuration/Summoning) Range: Sight of caster Area of Effect: Special Duration: 1 turn/level Saving Throw: None Casting Time: 1 round
This spell allows the caster to summon an elemental from the Elemental Plane of Water and bind it to his will. This elemental will fight on be-half of the caster until the spell duration expires or the elemental is destroyed.
Demi-Shadow Monsters (Illusion/Phantasm) Range: Sight of caster Area of Effect: 20-foot cube Duration: 1 round/level Saving Throw: 1/2 Casting Time: 5
This spell is similar to the 4th level wizard spell, Shadow Monsters, except the summoned creatures are much more powerful, with 40% of the hit points of their real-world counterpart.
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Domination (Enchantment/Charm) Range: Sight of caster Area of Effect: 1 Target Duration: 12 hours Saving Throw: Negates Casting Time: 5
The domination spell allows the caster to control the actions of any creature while the spell is in effect. This control is maintained through a telepathic link between the caster and the victim. Unlike the 4th level priest spell Mental Domination, the target has no option for release, even if made to do something against his morals, except of course a Dispel Magic. The target gets a saving throw vs. spells at -2 to resist the effect.
Feeblemind (Enchantment/Charm) Range: Sight of caster Area of Effect: 1 Target Duration: Permanent Saving Throw: Negates Casting Time: 5
This spell turns a target into a gibbering idiot, which lasts until a Dispel Magic is cast upon him. The victim is allowed a saving throw vs. spells at -2 to resist being stupefied. Feebleminded individuals cannot cast spells. The priest spell Heal will remove Feeblemind from an afflicted character.
Hold Monster (Enchantment/Charm) Range: Sight of caster Area of Effect: 25-foot radius from target Duration: 1 round/level Saving Throw: Negates Casting Time: 5
This spell holds 1-4 creatures of any type (except for undead creatures) in place unless they make a save vs. spells. The effect is centered on a point on the ground selected by the caster, and any other creatures within 5 feet of the target has a chance to be affected as well. While paralyzed, the target is helpless and cannot defend themselves from attacks.
Monster Summoning III (Conjuration/Summoning) Range: Sight of caster Area of Effect: Special Duration: 4 rounds + 1 round/level Saving Throw: None Casting Time: 5
Similar to the 3rd-level Monster Summoning I spell, this spell summons 1-4 tough monsters. These appear within spell range and attack the casters opponents for the duration of the spell, at which point they vanish. If no opponent exists to fight, the summoned monsters can perform other services for the wizard.
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Shroud of Flame (Evocation) Range: 10 yards Area of Effect: 1 Creature Duration: 1 round/level Saving Throw: Negates Casting Time: 5
This spell causes a creature to burst into flames if they fail a saving throw vs. spells. The creature will burn for 2-12 points of damage every round (although they are allowed a new saving throw every round after the first to avoid taking further damage) and as long as the spell is in effect, gouts of flame erupt from the burning target causing any creatures within ten feet of the burning creature take 1-4 hit points of damage from the flames. This spell is particularly useful in dispersing packs of trolls and ice salamanders.
Summon Shadow (Conjuration/Summoning, Necromancy) Range: 10 yards Area of Effect: 10-foot cube Duration: 1 round + 1 round/level Saving Throw: None Casting Time: 5
This spell summons one shadow for every three levels of the caster. This shadow will obey the orders of the caster, attacking his enemies or performing tasks until the spell expires or the shadows are slain.
This spell surrounds the caster with an invisible barrier that moves with him. This barrier makes the wizard immune to any magical attacks, but it prevents the wizard from casting spells out of the shell.
Chain Lightning (Evocation) Range: Sight of caster Area of Effect: Special Duration: Instantaneous Saving Throw: 1/2 Casting Time: 5
This spell releases a burst of electrical energy at a target; unlike the Lightning Bolt spell, however, once the bolt strikes the initial target, the electricity then jumps to the next nearest creature (friend or foe), losing a small amount of energy with each additional strike until it is expended. The bolt initially inflicts 1-6 hit points of electrical damage/level of the caster, to a maximum of 12-72 points of damage. Each jump the bolt
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makes reduces the damage by 1-6. Each creature that is hit is allowed a saving throw vs. spell for half damage.
Death Fog (Alteration, Evocation) Range: Sight of caster Casting Time: 6 Duration: 1-4 rounds + Area of Effect: 20-foot radius Fog 1 round/level Saving Throw: None
This spell brings forth a billowing cloud of acidic fog. This fog does one hit point of acid damage to creatures (living or dead) on the first round of contact, two hit points on the second round, four on the third, and eight on the fourth and succeeding rounds. Any creature caught in the area effect that fails its saving throw moves at 1/2 speed until they exit the cloud.
Death Spell (Necromancy) Range: Sight of caster Area of Effect: 30-foot cube Duration: Instantaneous Saving Throw: None Casting Time: 6
This spell snuffs out the lives of creatures in the area of effect. The weaker the creatures, the more are affected. For example, this spell could kill 4-80 goblins within the area of effect, 2-40 lizard men, 2-8 ogres, or 1-4 trolls. This spell does not affect undead creatures. Characters slain by a Death Spell cannot be resurrected they are gone forever.
The spell makes a creature... vanish. When cast, a thin green ray shoots forth from the caster to the target, who will be disintegrated unless they make a saving throw vs. spell. This spell works on undead creatures. Disintegrated characters cannot be resurrected they are gone forever.
Flesh to Stone (Evocation) Range: Sight of caster Area of Effect: 1 Creature Duration: Permanent Saving Throw: Negates Casting Time: 6
This spell turns a creature to stone. They are allowed a saving throw vs. spell to avoid the effect. The effects of this spell may be reversed with the 6th level wizard spell, Stone to Flesh. This spell works on undead creatures.
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Globe of Invulnerability (Abjuration) Range: Caster Area of Effect: 5-foot radius Duration: 1 round/level Saving Throw: None Casting Time: 1 round
This spell is similar to the 4th level wizard spell, Minor Globe of Invulnerability, except that it protects the caster from 4th level spells as well.
Invisible Stalker (Conjuration/Summoning) Range: 10 yards Area of Effect: Special Duration: 2 hours Saving Throw: None Casting Time: 1 round
This spell summons an invisible stalker, a creature native to the Elemental Plane of Air. This creature will obey the orders of the caster and remain until the spell duration expires or it is slain.
Lich Touch (Necromancy) Range: Touch Area of Effect: Caster Duration: 1 round/level Saving Throw: Special Casting Time: 6
This spell confers the powers of a lichs touch and a lichs immunities upon the caster. The wizard gains immunity to paralysis and fear while the spell is in effect, and his hands glow with an unearthly green radiance that does 1-10 hit points of damage to a target and paralyzes them unless a saving throw vs. paralyzation is made. This spell has no effect on undead.
Monster Summoning IV (Conjuration/Summoning) Range: Sight of caster Area of Effect: 60-yard radius Duration: 5 rounds + 1 round/level Saving Throw: None Casting Time: 6
This spell is similar to the 3rd, 4th and 5th level monster summoning spells, except that it summons 1-3 more powerful monsters and the summoning persists for a longer time.
Otilukes Freezing Sphere (Alteration, Evocation) Range: Sight of caster Area of Effect: Special Duration: Special Saving Throw: Negates Casting Time: 6
This spell fires a ray of cold at a creature. This range of the ray is the wizards range of vision and inflicts 3-6 points of cold damage/
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level of the caster. If the target makes its saving throw, however, they have dodged the ray and avoided all the damage.
Power Word: Silence (Conjuration/Summoning) Range: Sight of caster Area of Effect: 1 Creature Duration: 2 rounds Saving Throw: None Casting Time: 1
This spell allows the caster to utter one of the words of power. When spoken, Power Word: Silence can be invoked against any creature in range, preventing them from making a sound. No Saving Throw is allowed.
Shades (Illusion/Phantasm) Range: Sight of caster Area of Effect: 20-foot cube Duration: 1 round/level Saving Throw: Special Casting Time: 6
Shades is similar to Shadow Monsters and Demishadow Monsters it allows the caster to shape material from the Demiplane of Shadow into illusionary creatures. These shadows are tougher than the shadows summoned by Shadow Monsters and Demishadow Monsters, and they will obey the caster until the spell expires or they are slain.
Stone to Flesh (Evocation) Range: Sight of caster Area of Effect: 1 Creature Duration: Permanent Saving Throw: Negates Casting Time: 6
This spell turns a petrified creature back to normal. If one of your companions has been victimized by a basilisk or a medusa, this spell will restore them to normal health.
Tensers Transformation (Alteration, Evocation) Range: Caster Area of Effect: Caster Duration: 1 round/level Saving Throw: None Casting Time: 6
Mages need not always be mages Tensers Transformation changes the caster into a heroic fighter, doubling the wizards hit points, and gives him a +4 bonus to his armor class. All damage the caster sustains takes away from the bonus hit points first. All the wizards attacks have the same chance to hit as a fighter of the same level, and the wizard is allowed to attack twice a round with +2 damage per attack.
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This spell unleashes an acidic downpour on the area of effect, doing 1-4 hit points of damage each round for the first three rounds, 1-6 hit points for the next three rounds, and 1-8 hit points for each round thereafter. Moving out of the area of effect does not stop the damage the acid adheres to the skin, and any creatures in the area of effect when the Acid Storm is cast continue to suffer damage as long as the spell duration lasts. Creatures make a saving throw vs. spell every round after they have been hit by the cloud if successful, they only take half-damage (for that round only).
Finger of Death (Necromancy) Range: Sight of caster Area of Effect: 1 Creature Duration: Permanent Saving Throw: Negates Casting Time: 5
The caster utters the finger of death incantation, points his index finger at the creature to be slain, and unless the victim fails a saving throw vs. spells, the victim dies instantly. Even if the save is successful, however, the brush with death still inflicts 3-17 points of damage. Characters slain by a Finger of Death cannot be resurrected they are gone forever.
Mass Invisibility (Illusion/Phantasm) Range: Sight of caster Area of Effect: 60 x 60 yards Duration: Special Saving Throw: None Casting Time: 7
An improved version of invisibility with battlefield applications, Mass Invisiblility can hide all creatures within its area of effect. Unlike improved invisibility, the invisibility is broken as soon as a target attacks.
Monster Summoning V (Conjuration/Summoning) Range: Special Area of Effect: 70-yard radius Duration: 6 Rounds + 1 round/level Saving Throw: None Casting Time: 6
This spell is similar to monster summoning IV in almost all respects except that monster summoning V summons 1-3 more powerful creatures for a slightly longer duration.
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Mordenkainens Sword (Evocation) Range: Sight of caster Area of Effect: Special Duration: 1 round/level Saving Throw: None Casting Time: 7
This spell summons a shimmering sword of force that can be mentally wielded by the caster. It strikes as if it were being used by a fighter at half the level of the caster, and despite the fact it is held in the hand, it can hit creatures anywhere within the sight of the caster. Although the sword has no bonus to attack, it can hit creatures normally hit only by +2 weapons or greater and inflicts 5-30 hit points with every strike.
Power Word, Stun (Conjuration/Summoning) Range: Sight of caster Area of Effect: 1 creature Duration: Special Saving Throw: None Casting Time: 1
Similar to Power Word: Silence and Power Word: Kill, Power Word: Stun is another of the words of power. When uttered, it stuns any crea-ture the caster targets, causing them to reel and be unable to think coherently. Creatures with less than 31 hit points are stunned for 416 rounds, those with 31 to 60 hit points are stunned for 2-8 rounds, those with 61 to 90 hit points are stunned for 1-4 rounds, and those more than 90 hit points are unaffected. The spell checks the creatures current hit points, not their maximum, so even the toughest creatures can be affected by this spell if they are wounded.
Prismatic Spray (Conjuration/Summoning) Range: Caster Area of Effect: 70 x 15-foot spray Duration: Instantaneous Saving Throw: Special Casting Time: 7
This spell causes seven shimmering rays of light to flash from the wizards hand, in a cone 70 feet long and 15 wide at its end. Any creature touched by the rays may be inflicted with a random effect depending on the color (see below), but any creature less than 8 hit dice is blinded for 2-8 rounds, regardless of any additional effect. The colors of the prismatic spray do the following: red (inflicts 20 hit points of damage, save vs. spell for half), orange (40 hit points of damage, save vs. spell for half), yellow (80 hit points of damage, save vs. spell for half), green (save vs. poison or die survivors still take 20 hit points of poison damage), blue (save vs. petrification or turn to stone), or indigo (save vs. wand or go insane).
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In the interests of ones self-control and privacy, mind blank shields a creatures mind from almost any mental effect - charm, command, domination, fear, feeblemind, and any scrying by crystal balls or other divination methods.
Monster Summoning VI (Conjuration/Summoning) Range: Special Area of Effect: 80-yard radius Duration: 7 rounds + 1 round/level Saving Throw: None Casting Time: 8
This spell is similar to monster summoning V in almost all respects except that monster summoning VI summons 1-3 tougher creatures for a slightly longer duration.
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Power Word, Kill (Conjuration/Summoning) Range: Sight of caster Area of Effect: 10-foot radius Duration: Permanent Saving Throw: None Casting Time: 1
Similar to power word: silence and power word: stun, power word: kill is perhaps the deadliest word of power. It kills one creature with up to 60 hit points, or multiple creatures with 30 or fewer hit points, up to a maximum of 120 hit points. The hit point checks are done against the creatures current hit points, not their maximum, so it will affect extremely tough creatures that have been wounded.
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Command Word: Die (Enchantment/Charm) Range: Sight of caster Area of Effect: 1 creature Duration: 1 round Saving Throw: None Casting Time: 1
This spell enables the priest to command another creature to die (sleep) for one round. At the end of the round the creature awakens, unharmed.
Cure Light Wounds (Necromancy) Range: Touch Area of Effect: 1 creature Duration: Instantaneous Saving Throw: None Casting Time: 5
When casting this spell and laying his hand upon a creature, the priest heals 8 points of damage to the creatures body. This spell has no affect on undead or extraplanar creatures.
Curse (Conjuration/Summoning) Range: Sight of caster Area of Effect: 50-foot cube Duration: 6 rounds Saving Throw: None Casting Time: 1 round
When the Curse spell is uttered, the caster lowers the morale of enemy creatures and penalizes their saving throws and attack rolls by -1. At the instant the spell is completed, it affects all creatures in a 50-foot cube centered on the point selected by the caster (thus, affected creatures leaving the area are still subject to the spells effect; those entering the area after the casting is completed are not).
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Detect Evil (Divination) Range: Sight of caster Duration: 1 turn Casting Time: 1 round
This spell discovers emanations of evil from any creature. Any evil creature within the range of the spell will glow red briefly.
When this spell is cast, grasses, weeds, bushes, and even trees wrap, twist, and entwine about any creatures in the area of effect, holding them fast for the duration of the spell. A creature that rolls a successful saving throw vs. spell avoids entanglement. Entangled creature can still attack, even though they cant move.
Magical Stone (Enchantment) Range: Caster Area of Effect: Sight of caster Duration: Special Saving Throw: None Casting Time: 4
By using this spell, the priest can temporarily enchant a small pebble, which is then hurled or slung at an opponent. The stone deals 3-12 damage to whomever it hits; if the creature is an undead creature it does 6-24 hit points of damage. The stone is considered a +1 weapon for determining if a creature can be struck (those struck only by magical weapons, for instance), although it does not have an attack or damage bonus.
Protection from Evil (Abjuration) Range: Touch Area of Effect: 1 creature Duration: 3 rounds/level Saving Throw: None Casting Time: 1
Aside from the statistics above, this spell is similar in all ways to the first level mage spell, Protection from Evil.
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Remove Fear (Abjuration) Range: 10 yards Area of Effect: 1 creature/4 levels Duration: 1 hour Saving Throw: Special Casting Time: 1
This priest spell instills courage in the spell recipient, raising his morale to its highest. The recipients morale will gradually reset to normal as the duration runs out. If the recipient is affected by magical fear, this is negated.
When the priest casts a Sanctuary spell, it causes all of his opponents to ignore his existence; it as if he is invisible. While protected by this spell, the subject cannot take direct offensive action without breaking the spell, but may use non-attack spells or otherwise act in any way that does not violate the prohibition against offensive action. This allows a warded priest to heal wounds, for example, or to Bless himself. He cannot cast spells on other creatures without ending the spell.
This spell enables the caster to create a magical cudgel that is +1 to hit and inflicts 2-8 points of damage. This shillelagh uses the Staff Weapon Proficiency.
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Barkskin causes a creatures skin to become as tough as bark, increasing its base Armor Class to AC 6, plus 1 AC for every four levels of the priest: Armor Class 5 at 4th level, Armor Class 4 at 8th, and so on. In addition, saving throw rolls vs. all attack forms except magic gain a +1 bonus.
Chant (Conjuration/Summoning) Range: Caster Area of Effect: 30-foot radius Duration: 1 Turn Saving Throw: None Casting Time: 1 round
By means of the chant spell, the priest brings special favor upon himself and his party, and causes harm to his enemies. When the chant spell is completed, all the priests allies in the area of effect gain +1 to attack, damage, and saving throws, while the priests enemies suffer a -1 penalty to their attacks, damage and saves. Multiple chants are not cumulative. This spell requires a moderate amount of concentration by the caster, so the priest cannot cast any spells for the chants duration, and his movement is slowed by half.
Charm Person or Mammal (Enchantment/Charm) Range: Sight of caster Area of Effect: 1 person or mammal Duration: Special Saving Throw: Neg. Casting Time: 5
The effects of this spell are identical to the 1st-level wizard spell Charm Person.
Cure Moderate Wounds (Necromancy) Range: Touch Area of Effect: 1 creature Duration: Instantaneous Saving Throw: None Casting Time: 5
A stronger version of the 1st level priest spell cure light wounds, cure moderate wounds heals 11 points of damage to a living creature.
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Draw Upon Holy Might (Invocation) Range: Caster Area of Effect: Caster Duration: 1 turn Saving Throw: None Casting Time: 2
The priest calls upon his god to grant him power for a short period. When he does this his Strength, Constitution and Dexterity all are raised by 1 point for every 3 levels of the caster. A 3rd-level caster would have his abilities raised by 1, while a 12th-level caster would have all his abilities raised by 4.
Find Traps (Divination) Range: Sight of caster Duration: 3 turns Casting Time: 5
When a priest casts a Find Traps spell, all traps - concealed normally or magically, of magical or mechanical nature - become apparent to him, as if he or she were a thief.
With this spell, the caster causes a blazing ray of red-hot fire to spring forth from his hand. This blade-like ray is wielded as if it were a scimitar. If the caster successfully hits with the flame blade in melee combat, the creature struck suffers 5-8 points of damage, with a damage bonus of +2 (i.e., 7-10 points) if the creature is undead or vulnerable to fire. If the creature is protected from fire, the damage inflicted is reduced by 2 (i.e., 1d4 + 2 points). Fire dwellers and those using fire as an innate attack form suffer no damage from the spell. The flame blade is not a magical weapon in the normal sense of the term, so creatures (other than undead) struck only by magical weapons are immune to it. The flame blade uses the scimitar proficiency.
Goodberry (Alteration, Evocation) Range: Caster Area of Effect: 5 Berries Duration: 1 Day/Level Saving Throw: None Casting Time: 1 round
Casting a Goodberry spell creates a clump of magical berries that the caster can carry with him. These berries cure five points of damage when eaten. The berries will only last one day per level of the caster, so its not advisable to carry them around for too long.
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Hold Person (Enchantment/Charm) Range: Sight of caster Area of Effect: Special Duration: 2 rounds/level Saving Throw: Neg. Casting Time: 5
The effects of this spell are identical to the 3rd-level wizard spell Hold Person.
Know Alignment (Divination) Range: 10 yards Area of Effect: 1 creature Duration: Instantaneous Saving Throw: Neg. Casting time: 1 round
A Know Alignment spell enables the priest to read the aura of a creature. If the creature rolls a successful saving throw vs. spell, the caster learns nothing about that particular creature from the casting. Evil creatures will glow red, neutrals blue, and friendly creatures will glow green for a brief period.
Resist Fire and Cold (Alteration) Range: Touch Area of Effect: 1 creature Duration: 1 round/level Saving Throw: None Casting Time: 5
When a priest places this spell upon a creature, the creatures body is toughened to withstand heat and cold. Complete immunity to mild conditions (standing naked in the snow or reaching into an ordinary fire to pluck out a note) is gained. The recipient gains a partial 50% resistance to intense heat or cold (whether natural or magical in origin), such as red-hot charcoal, a large amount of burning oil, fire storms, fireballs, red dragons breath ice storms, wands of frost, or white dragons breath.
Silence, 15 Radius (Alteration) Range: Sight of caster Area of Effect: 15-foot-radius sphere Duration: 2 rounds/level Saving Throw: Neg. Casting Time: 5
Upon casting this spell, complete silence prevails in the affected area. All sound is stopped: conversation is impossible and spells cannot be cast. Each creature in the area must make a saving throw; if the save is failed, then they are silenced for the duration of the spell. This spell does not continue to affect the area after being cast; only those in the area at the time of the casting are affected by the silence.
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Slow Poison (Necromancy) Range: Touch Area of Effect: 1 creature Duration: Instantaneous Saving Throw: None Casting Time: 1
When this spell is placed upon a poisoned individual, it slows the effects of venom. This spell does not neutralize the poison, just slows it down enough so you can get real healing at a temple or from your partys priest.
Spiritual Hammer (Invocation) Range: Sight of caster Area of Effect: Special Duration: 3 rounds + 1 round/level Saving Throw: None Casting Time: 5
By calling upon his deity, the caster of a Spiritual Hammer spell brings into existence a magical hammer which may be used a weapon for the duration of the spell. The hammer strikes as a magical weapon with a bonus of +1 for every six experience levels (or fraction) of the spellcaster, up to a total of +3 to the attack roll and +3 to the damage roll for a 13th-level caster. The base damage inflicted when it scores a hit is exactly the same as a normal war hammer, 2-5.
Call Lightning (Alteration) Range: Caster Area of Effect: Sight of caster Duration: 1 turn/level Saving Throw: 1/2 Casting Time: 1 round
When a Call Lightning spell is cast, it must be cast outside, or the spell will fail. The caster is able to call down bolts of lightning, at the rate of one bolt per turn. The spell has a duration of one turn per caster level. Each bolt causes 2-8 points of electrical damage, plus an additional 1-8 points for each of the casters experience levels. Thus, a 4th-level caster calls down a 6-48 bolt (2-16 + 4-32). The bolt of lightning flashes down in a vertical stroke at any of the priests enemies. The caster does not choose the targets of the spell, though the lighting will not strike any of his allies.
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Cure Disease (Necromancy) Range: Touch Area of Effect: 1 creature Duration: Instantaneous Saving Throw: None Casting Time: 1 round
When this spell is placed on a diseased individual, it immediately cures them and restores 5 lost hit points.
Dispel Magic (Abjuration) Range: Sight of caster Area of Effect: 30-foot cube Duration: Instantaneous Saving Throw: None Casting Time: 6
The effects of this spell are identical to the 3rd-level wizard spell Dispel Magic.
Glyph of Warding (Abjuration, Evocation) Range: Touch Casting Time: Special Duration: Permanent until Area of Effect: Special discharged Saving Throw: Special
A Glyph of Warding is a powerful inscription, magically drawn to prevent unauthorized or hostile creatures from passing, entering, or opening. It can be used to guard a small bridge, to ward an entry, or as a trap on a chest or box. Any creature violating the warded area sets off the glyph. A successful saving throw vs. spell enables the creature to escape the effects, but if the save is failed, the glyph deals 1-4 points of electrical damage/level of the caster to the victim.
Hold Animal (Enchantment/Charm) Range: Sight of caster Area of Effect: Special Duration: 2 rounds/level Saving Throw: Neg. Casting Time: 5
This spell holds animals rigidly immobile. Only normal and giantsized animals are affected by this spell. Monsters such as wyverns, manticores, and carrion crawlers do not count as animals. The effect is centered on a point selected by the caster, and 1-4 animals within 5 feet of the target point are affected. Those who succeed on their saving throws are unaffected by the spell. Being held does not prevent the worsening of the subjects condition due to wounds, disease, or poison.
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Invisibility Purge (Divination) Range: Sight of caster Area of Effect: 30-foot radius Duration: Instantaneous Saving Throw: None Casting Time: 8 Any invisible or hidden creatures within the area of effect have their invisibility dispelled. This includes creatures that are hidden (thieves in stealth mode) or are in Sanctuary, Improved Invisibility, Invisibility, etc. Miscast Magic (Enchantment/Charm) Range: Sight of caster Area of Effect: 1 creature Duration: 1 turn Saving Throw: Neg. Casting Time: 5
Any creature affected by this spell has its ability to cast wizard spells (not priest spells) severely impaired. When the creature attempts to cast a spell it has an 80% chance of failure. A creature can save vs. spell to avoid the effect, but at a penalty of -2.
Prayer (Conjuration/Summoning) Range: Caster Area of Effect: 60-foot radius Duration: 1 round/level Saving Throw: None Casting Time: 6
Prayer bestows favor on the priest and his allies, and curses their enemies. All attacks, damage, and saving throws by friendly characters gain +1, while enemy attacks, damage rolls and saves are all penalized by 1. Any creatures caught in the area of effect when the spell is cast will continue to be affected by the spell when they leave the area, so if the fighters want to chase down that fleeing goblin, the effects of the prayer will follow him.
Protection from Fire (Abjuration) Range: Touch Area of Effect: 1 creature Duration: 1 Turn/Level Saving Throw: None Casting Time: 6
The effect of a Protection From Fire spell differs according to the recipient of the magic - either the caster or some other creature. When the spell is cast, it confers complete invulnerability to normal fires (torches, bonfires, oil fires, and the like) and significant resistance to exposure to magical fires such as fiery dragon breath, spells such as burning hands, fireball, fire seeds, fire storm, flame strike, etc., absorbing 80% of all the damage dealt by such magical sources.
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Remove Curse (Abjuration) Range: Touch Area of Effect: Special Duration: Instantaneous Saving Throw: Special Casting Time: 6
This spell effects are exactly the same as the 4th level mage spell, Remove Curse.
Remove Paralysis (Abjuration) Range: Sight of caster Area of Effect: 1 creature Duration: Instantaneous Saving Throw: None Casting Time: 6
By the use of this spell, the priest can free one creature from the effects of paralyzation (whether from a ghoul touch, a Hold spell, and so on).
Rigid Thinking (Enchantment/Charm) Range: Sight of caster Area of Effect: 1 person or mammal Duration: 1 round/level Saving Throw: Neg. Casting Time: 5
The target of this spell must make a saving throw vs. spell or randomly wander, attack the nearest person, or stand confused.
Strength of One (Alteration) Range: Caster Area of Effect: 25 Radius Duration: 7 rounds Saving Throw: None Casting Time: 3
When this spell is cast, the entire party is given an 18/76 Strength. If a party member has a Strength higher than this (either naturally, or through a magical item) then his Strength is lowered to 18/76. The spell lasts for seven rounds, whereupon everyones strength returns to normal.
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Cloak of Fear (Conjuration/Summoning) Range: Touch Area of Effect: 1 creature Duration: 3 rounds Saving Throw: Negates Casting Time: 6
Cloak of fear bestows the target creature with an aura of fear in a threefoot radius. All creatures that enter the cloaks area of effect must make a saving throw vs. spell or flee in panic for 2-16 rounds. The aura does not affect undead creatures.
Cure Serious Wounds (Necromancy) Range: Touch Area of Effect: 1 creature Duration: Instantaneous Saving Throw: None Casting Time: 7
This spell is a more potent version of the Cure Light Wounds spell. When laying his hand upon a creature, the priest heals 17 points of damage. This healing cannot affect undead or extraplanar creatures.
Defensive Harmony (Enchantment/Charm) Range: Caster Area of Effect: 10 Radius Duration: 6 rounds Saving Throw: None Casting Time: 1
Defensive Harmony allows a group of creatures to act as a single unit for a single battle or encounter, enhancing the coordination of their attacks and tactics. This effect is always centered on the caster but affects all those within a 10-foot radius. The affected can move outside of this area after the spell is cast and still enjoy the benefits of harmony. While the spell is in effect, each affected creature gains a +4 bonus to his armor class. This lasts for 6 rounds or until successfully dispelled.
Free Action (Abjuration, Enchantment) Range: Touch Area of Effect: 1 creature Duration: 1 turn/level Saving Throw: None Casting Time: 7
This spell gives the affected creature an immunity to magic that impedes movement (such as Grease, Web or Slow spells) and negates the effects of paralysis and hold spells.
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Giant Insect (Alteration) Range: Sight of caster Duration: 8 hours Casting Time: 7
This spell summons small insects to the caster, then enlarges them to giant size, turning them into fearsome allies. The strength and kind of the insects varies according to the casters level; the higher level the caster, the stronger insects that are summoned.
Mental Domination (Enchantment/Charm) Range: Sight of caster Area of Effect: 1 creature Duration: 3 rounds/level Saving Throw: Negates Casting Time: 4
When cast, the target of mental domination must make a save vs. spell at -2 in order to avoid the priest entering his mind. The effects of this spell are similar to the wizard spell Domination, with a few minor differences. To control the subject the priest must be within range. Also, this requires a moderate amount of concentration from the priest, so he may enter combat and attack; but he cannot cast another spell.
Neutralize Poison (Necromancy) Range: Touch Area of Effect: 1 creature Duration: Instantaneous Saving Throw: None Casting Time: 1
When this spell is placed on a poisoned individual, it immediately neutralizes any poison and restores 10 lost hit points.
Produce Fire (Alteration) Range: Sight of caster Area of Effect: 12-foot square Duration: 1 round Saving Throw: None Casting Time: 7
When cast, flames erupt from the target point, doing 1-4 hit points of fire damage plus 1 point per level of the caster to all creatures within the area of effect.
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Protection from Evil 10 Radius (Abjuration) Range: Touch Area of Effect: 10 radius Duration: 1 turn/Level Saving Throw: None Casting Time: 7
When this spell is cast, all creatures within a 10 radius are affected individually by Protection from Evil, giving them +2 to Armor Class, +2 to Saving Throws and immunity to all charm-based spells.
Protection from Lightning (Abjuration) Range: Touch Area of Effect: 1 Creature Duration: 5 rounds/level Saving Throw: None Casting Time: 7
When the spell is cast it confers complete invulnerability to electrical attacks such as Lightning Bolt, Shocking Grasp, etc. The protection will last for the duration of the spell or until successfully dispelled.
Recitation (Abjuration, Invocation/Evocation) Range: Caster Area of Effect: 60-foot radius Duration: 1 round/level Saving Throw: None Casting Time: 7
By reciting a sacred passage or declaration, the priest invokes his deitys blessing upon himself and his allies, while sowing confusion and weakness among his enemies. The priests allies gain a +2 bonus to their attack and saving throws, and enemies of the priest receive a -2 penalty to their attacks and saving throws. This spell does not nullify a prayer spell the two may be cast in tandem, and the effects are cumulative.
Static Charge (Alteration) Range: Caster Area of Effect: Sight of caster Duration: 1 turn/level Saving Throw: 1/2 Casting Time: 1 round
Static Charge is similar to call lightning except it can be used indoors. This spell allows the caster to generate a static charge around any creature within the area of effect, doing 2-8 points of electrical damage, plus an additional 1-8 points for each of the casters experience levels. The charge keeps going off, once every turn, for the duration of the spell.
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Champions Strength (Alteration) Range: Sight of caster Area of Effect: 1 creature Duration: 1 turn Saving Throw: None Casting Time: 2
When this spell is cast, the priest effectively draws on the strength of his god and lends it to the target creature, in effect creating a champion. The target gains 20 - 23 Strength for 1 turn. As soon as the spell is cast, the spellcaster becomes fatigued, suffering a penalty to all their rolls. The drawback to this spell is that the priest must concentrate on the connection between the target and his god for the duration of the spell, hence losing the ability to cast any additional spells during this time. The effect lasts for one turn or until dispelled.
Chaotic Commands (Enchantment/Charm) Range: Sight of caster Area of Effect: 1 creature Duration: 1 Turn/level Saving Throw: None Casting Time: 3
Chaotic Commands renders a creature immune to magical commands. Suggestion, Charm, Domination, Command, Sleep, and Confusion are all spells that fit into this category.
Cure Critical Wounds (Necromancy) Range: Touch Area of Effect: 1 creature Duration: Instantaneous Saving Throw: None Casting Time: 8
The cure critical wounds spell is a potent version of the cure light wounds spell, healing 27 points of damage to the wounded creature. The spell does not affect undead or extraplanar creatures.
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Flame Strike (Evocation) Range: Sight of caster Duration: Instantaneous Casting Time: 8
When the priest casts flame strike, a vertical column of fire roars downward onto a victim chosen by the caster. The target must roll a saving throw vs. spell. Failure means the creature sustains 6-48 points of fire damage; otherwise, the damage is halved.
Insect Plague (Conjuration/Summoning) Range: Sight of caster Area of Effect: 180 x 60-foot cloud Duration: 2 rounds/level Saving Throw: None Casting Time: 1 round
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 morale check to remain with the swarm.
Raise Dead (Necromancy) Range: Sight of caster Area of Effect: 1 person Duration: Instantaneous Saving Throw: Special Casting Time: 1 round
When the priest casts a Raise Dead spell, he can restore life to one of his companions. Note that this spell does not work on elven characters, and the corpse to be raised must be intact (if the party member suffered an explosive death, then raising is impossible). The person has but 1 hit point when raised and must regain the rest by natural healing or curative magic. Raise Dead will not work on someone killed by a Death Spell, Finger of Death, or Disintegrate.
Righteous Wrath of the Faithful (Enchantment/Charm) Range: Caster Area of Effect: 30-foot radius Duration: 1 round/level Saving Throw: None Casting Time: 8
This spells bestows a form of divine madness upon the priests allies, improving their combat skills. All the priests allies in the area of effect gain a +1 to attack rolls and saving throws, plus 1-8 bonus hit points for the duration of the spell (these hit points can take a target beyond their hit point maximum). All creatures of the same alignment, however, gain an extra attack every round and a +2 to their attacks, damage rolls, and saving throws.
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Spike Stones (Alteration, Enchantment) Range: Sight of caster Area of Effect: 10-foot square/level Duration: 1 round/level Saving Throw: None Casting Time: 6
This spell warps the surrounding rock, reshaping the terrain into spiked projections that blend into the background. Any creature entering the area takes 2-8 hit points of damage every round.
Conjure Fire Elemental (Conjuration/Summoning) Range: Sight of caster Area of Effect: Special Duration: 1 turn/level Saving Throw: None Casting Time: 1 round
Similar to the wizard spell, conjure fire elemental, the priest version summons a more powerful elemental (65% chance of a 12 Hit Dice elemental, 20% chance of a 16 Hit Dice, 10% chance of a 20 Hit Dice and 5% chance of a 24 Hit Dice elemental). The elemental will obey the commands of the priest, but the priest does not have to concentrate on it to control it, leaving them to be free to perform other actions while the fire elemental turns his enemies to cinders. The elemental will last until the spell duration expires or the elemental is slain.
Entropy Shield (Abjuration) Range: Caster Area of Effect: Caster Duration: 1 round/level Saving Throw: None Casting Time: 9
When cast, this spell surrounds the caster with a defensive maelstrom of energy that blocks or deflects many attacks. This gives the priest a +6 bonus to armor class and a 50% resistance to most attack forms: electricity, fire, cold, and so on. It also gives the caster +2 to all their saving throws and immunity to all missile-based attacks.
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Fire Seeds (Conjuration) Range: Touch Area of Effect: Special Duration: 1 turn/level of the caster Saving Throw: 1/2 Casting Time: 1 round This spell creates four grenade-like missiles in the priests inventory that can be hurled at any target up to 40 yards away. (These missiles last only for the spells duration, so dont horde them.) When they land, the seed explode, doing 2-16 points of damage to everything within a five-foot radius. A creature struck directly by the seeds receives no saving throw, but creatures hit by the splash damage are allowed to make a saving throw vs. spell for half-damage. Heal (Necromancy) Range: Touch Area of Effect: 1 creature Duration: Instantaneous Saving Throw: None Casting Time: 1 round Heal wipes away disease and injury from a target creature. It cures blindness, diseases, feeblemind and restores the target to maximum hit points if they have been injured. Sols Searing Orb (Invocation) Range: Sight of caster Area of Effect: 1 Target Duration: Instantaneous Saving Throw: Special Casting Time: 6 This spell allows the caster to hurl a brilliant, searing flash at a target. When it hits, it explodes in a flash of light, doing 6-36 of fire damage to the target and blinding him for 1-6 rounds if a saving throw vs. spells is failed. If the saving throw is made, the target only takes half damage and is not blinded. Undead creatures are particularly vulnerable to this spell they take double damage and are blinded for twice the duration as other creatures, even if they make their saving throw.
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Conjure Earth Elemental (Conjuration/Summoning) Range: Sight of caster Area of Effect: Special Duration: 1 turn/level Saving Throw: None Casting Time: 1 round
Similar to the wizard spell, conjure earth elemental, the priest version summons a more powerful elemental (65% chance of a 12 Hit Dice elemental, 20% chance of a 16 Hit Dice, 10% chance of a 20 Hit Dice and 5% chance of a 24 Hit Dice elemental). The elemental will obey the commands of the priest, but the priest does not have to concentrate on it to control it, leaving them to be free to perform other actions while the earth elemental pounds his enemies into gravel. The elemental will last until the spell duration expires or the elemental is slain.
Creeping Doom (Conjuration/Summoning) Range: Caster Area of Effect: 20-foot square Duration: 4 rounds/level Saving Throw: None Casting Time: 1 round
Creeping Doom summons a mass of insects in a 20-foot square area that will promptly spread out and attack the players enemies. The swarm is composed of various beetles, spiders and other creatures, each of one will sting once and die - as a result, the swarm will generally kill any creature not immune to normal attacks before the swarm is destroyed.
Fire Storm (Evocation) Range: Sight of caster Duration: 1 round Casting Time: 1 round
This spell causes the area of effect to be covered in roaring flames, doing 2-16 +1 hit point/level of the priest to anything within the area of effect and anything within 10 feet of the blast. Creatures are allowed a saving throw vs. spells to take half-damage from the blast.
Impervious Sanctity of Mind (Abjuration) Range: Caster Area of Effect: Caster Duration: 1 turn/level Saving Throw: None Casting Time: 1 round
This spell steels the casters mind against any outside influence. Charm, command, confusion, domination, fear, feeblemind, hold, sleep and any psionic attack directed at the caster will fail as long as this spell is in effect.
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Resurrection (Necromancy) Range: Touch Area of Effect: 1 creature Duration: Instantaneous Saving Throw: None Casting Time: 1 round
Restoring life to the dead is one of the priests 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, or Disintegrate. Unlike Raise Dead, Resurrection will work on elven characters.
Sunray (Evocation, Alteration) Range: Sight of caster Area of Effect: 5-foot radius Duration: 2-5 rounds Saving Throw: None Casting Time: 3
This spell allows the caster to evoke a dazzling beam of light in a 10-foot diameter radius. Creatures in the area of effect must make a saving throw vs. spells or be blinded for 1-3 rounds. Undead or fungoid creatures touched directly by the light take 8-48 points of damage (half damage if they make a saving throw vs. spell) and any undead or fungoid creatures within 20 feet of the sunrays effect take 3-18 points of damage (a saving throw vs. spell negates the damage).
Symbol of Hopelessness (Conjuration/Summoning) Range: Touch Area of Effect: 60-foot radius Duration: 3-12 Turns Saving Throw: Negates Casting Time: 3
All creatures within 60 feet of the symbol of hopelessness when its invoked must make a saving throw vs. spell. If failed, they will stand in place, overwhelmed by dejection and surrender. They will make no move to defend themselves from attack.
Symbol of Pain (Conjuration/Summoning) Range: Touch Area of Effect: 60-foot radius Duration: 2-20 Turns Saving Throw: Negates Casting Time: 3
All creatures within 60 feet of the symbol of pain when its invoked must make a saving throw vs. spell. If failed, they are overwhelmed by pain, suffering a -4 to their attack rolls, a -2 to Dexterity and a -2 to their Armor Class.
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OUTFITTING YOURSELF
The Inventory Page and how to equip items are discussed in the interface section on Inventory in the Game Guide. (See Tables 8a-b on page 140 for listings of Armor Class bonuses.)
ARMOR Full Plate Armor: The best (and heaviest) armor a warrior can buy, both in appearance and protection. The perfectly fitted interlocking plates are specially angled to deflect arrows and blows, and the entire suit is carefully adorned with rich engraving and embossed detail.
Plate Mail: A combination of chain armor with metal plates covering the vital areas such as the chest, abdomen and groin. The weight is distributed over the whole body and the whole thing is held together with buckles and straps. Splint Mail: A type of mail in which the metal strips are applied vertically to the backing of chain or leather. This armor is strong and relatively inexpensive compared to plate mail. Chain Mail: Chain mail is made of interlocking metal rings. It is always worn over a layer of padded fabric or soft leather to prevent chafing and lessen the impact of blows. Studded Leather: This armor is made from leather (not hardened as with normal leather armor) reinforced with close-set metal rivets. Leather: This armor is made of leather hardened in boiling oil and then shaped into breastplate and shoulder protectors. The remainder of the suit is fashioned from more flexible, somewhat softer materials.
SHIELDS Large Shield: Also known as the kite or tower shield, this massive metal or wooden shield reaches nearly from the chin to the toe of the user. It must be firmly fastened to the forearm and the shield hand must firmly grip it at all times.
Medium Shield: This shield is carried in the same manner as a small shield. Medium shields are usually made of metal, range from 3-4 in diameter, and can be of any shape, from round to square to a spread dragons wings. A typical medieval shield resembles a triangle with one point facing downward.
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Small Shield: The small shield is usually round and is carried on the forearm, gripped with the shield hand. Its light weight as compared to a medium shield permits the user to carry other items in that hand, although he cannot wield or carry another weapon. Buckler: Bucklers are slightly smaller versions of small shields.
CLOTHING AND JEWELRY Amulets: Amulets are jewelry (sometimes magical) suspended from a chain worn around the neck. Only one amulet can be worn at a time
Boots: Boots are normally hand-made by cobblers. Common boots are made by using a form, but good boots are designed for the foot of an individual. Bracers: These thick bands of metal or leather are strapped, belted, or tied to a characters forearm. Cloak: Cloaks can be made in every possible shape with just about every type of fabric. The most common forms are a circular piece of fabric with a hole in the center for the head, and fabric draped from neck, connected by a chain, brooch, cord, or pins. Gauntlets: Gauntlets are armored gloves. They can be made of leather, metal plates, or chain mail. Every suit of armor is assumed to include gauntlets of an appropriate type. Magical gauntlets tend to be finer, lighter, and more easily worn than normal varieties.
Girdles: Girdles are similar to belts. Unlike belts, girdles are not used to hold up pants and dungarees, but to carry pouches, scabbards, and the like. Helmets: Helmets, made of reinforced leather or metal, cover most of the head, save the face and neck. Helmets protect against critical hits. Necklace: A necklace is a piece of ornamental metal jewelry usually made of silver, gold, or other precious metal, and adorned with gems. A necklace is always worn on the neck and can be of any length. Rings: Rings are worn on the fingers and often carry an enchantment. One can be worn on each hand.
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ARMING YOURSELF
See Tables 6&7 on page 139 for listing of weapon cost, type, restrictions, damage, speed factors, and size. Here are some brief descriptions of the weapons, missile weapons and ammo you can find in Icewind Dale: Arrows: The flight arrow, as its name implies, is built for distance. These are lightweight arrows and are often used for hunting. Most of these arrows are made of ash or birch and are 30 to 40 inches long. Bastard Sword: Also known as the hand-and-a-half sword, the bastard sword derives its name from the fact that it is halfway between the two-handed sword and the long sword. The bastard sword has a double-edged blade and a long grip. The overall length of the bastard sword ranges between four feet and four feet ten inches. Battle Axe: The most common version of the battle axe is a stout pole about four feet in length with a single-edged, trumpetshaped blade mounted on one end. Bolt: A bolt is the ammunition fired by crossbows regardless of the weapons size.
Broad Sword: The broad sword is a heavy military sword with a double-edged blade. Although a little slower than a long sword, the broad sword tends to be more damaging. Bullet: A bullet is a pellet of hardened clay or lead cast specifically as ammunition for the sling. Club: Most clubs are stout, hardwood sticks, narrow at the grip and wider at the end. Anyone can find a good stout piece of wood and swing it; hence the clubs widespread use. Crossbow: A crossbow is a bow mounted crosswise on a wooden or metal stock. The crossbow fires a quarrel (also called a bolt). Dagger: The typical dagger has a pointed, double-edged blade, as opposed to a knife, which has a single edge and is a bit shorter. Dart: The dart is a small missile weapon that is thrown rather than fired from a bow or other launcher.
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Flail: The flail is a sturdy wooden handle attached to an iron rod, a wooden rod with studs, or a studded iron ball. Between the handle and its implement is either a hinge or chain link. Halberd: The halberd consists of a cleaver-like axe blade mounted on a staff averaging six feet in length. The axe blade is balanced at the rear with a fluke, and surmounted by a sharp spike. A halberd combines features of both a spear and an axe. Long Bow: This type of bow is about as long as the archer is tall, usually 6 or more feet. It has better range than the short bow. Composite long bows are bows made from more than one type of material. This gives greater flexibility and better range. Long Sword: These swords are usually referred to as doublededged swords, war swords, or military swords. In many cases, the long sword has a single-edged blade. There is no single version of the long sword, and they vary in length from 35 inches to 47 inches. In the latter case, the blade is known to take up as much as 40 inches of the total length. Most long swords have a double-edged blade and a sharp point at the tip. Despite the tip, the long sword is designed for slashing, not thrusting. Mace: The mace is a direct descendant of the club, being a wooden shaft with a stone or iron head. The head design varies; some being flanged, and others having pyramidal knobs. Morning Star: The morning star is a wooden shaft topped with a metal head made up of an iron sheath. Morning stars have an overall length of about four feet. Some such weapons have a round, oval, or cylindrical shaped head studded with spikes. Quarterstaff: The quarterstaff is a length of wood ranging six to nine feet in length. High quality staves are made of stout oak and are shod with metal at both ends. The quarterstaff is wielded with both hands. Scimitar: This sword is a long, curved single-edged blade intended mostly for horsemen. Druids can use it, and it comes in handy should you be chosen to be the thirteenth warrior in a band of Norsemen. Short Bow: This is the earliest form of bow. Short bows are about 5 feet long. As the years passed, attempts were made to increase bow ranges. Bows were either made longer or flexibility was increased with no change to the length. The former resulted in the long bow. Composite short bows are bows made from more than one type of material. This gives greater flexibility and better range.
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Short Sword: The short sword is the first type of sword to come into existence. A short sword has a double-edged blade about two feet long. The sword tip is usually pointed, ideal for thrusting. Sling: The basic sling consists of a leather or fabric strap with a pouch for holding a missile. The weapon is held by both ends of the strap and twirled around the wielders head. When top speed is attained, the missile is launched by releasing one of the straps ends.
Spear: One of mans earliest weapons, dating back to the most primitive of times, the first spears were wooden sticks sharpened at one end. When man mastered metals, spearheads were made from iron and steel. Throwing Axe: The blade of this axe has a sharp steel tip, counterbalanced by a pointed fluke. The short handle has a point of the bottom and the head may have a spike on the top. Throwing Dagger: Similar to a dagger, but balanced for throwing. Two-Handed Sword: The two-handed sword is a derivative of the long sword. The blade was lengthened to 6 feet or more, and the handle extended. Two hands became necessary to properly swing the sword. Warhammer: The warhammer consists of a wooden or metal shaft capped with a metal head. The head is usually a block, a cylinder, or a wedge with a flat or slightly rounded face. The heft of the head makes the hammer ideal for swinging and crushing through armors of all types.
MAGICAL ITEMS AND TREASURE Your party will come across a wealth of gold during their adventures, but there will be other treasures that your characters will not want to sell or give away, most notably magic items. Magical items are powerful aids. With them, characters can gain bonuses in combat, cast spells with a mere word, withstand the fiercest fire, and perform feats impossible by any other means. Not all magical items are beneficial, however. Some are cursed, the result of faulty construction or the deliberate handiwork of an evil or vengeful wizard.
Unidentified magical items are tinted blue; items that cannot be used by the current character are tinted red. Magical Weapons: There can be a magical version of nearly any type of normal weapon. By far the most common magical weapons are swords and
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daggers. A magical weapon typically gives a +1 or greater bonus, increasing a characters chance to hit and damage. Whether they are simply quicker on the attack, or sharper than normal steel, magical weapons give results far beyond those of the finest-crafted non-magical blade. A rare few weapons have even greater powers. When you find a magical weapon, more than likely you will not know its properties. These properties must be learned through research and spells. Identify spells and characters lore abilities can provide information about a weapons properties. Magical Armor: Enchanted armor complements magical weapons. These armors have a +1 or better bonus to their normal Armor Class, being made stronger and finer than non-magical armor. Furthermore, these armors grant some measure of protection against attacks that normal armors would not stop. Chain mail +1, for instance, improves the characters saving throw against a fiery magical attack by 1. In rare instances, armor may possess extraordinary powers. Although such armors are generally finely made and elaborately engraved, characters can discover the armors powers only by the same methods they use to discover the powers of magical weapons. Potions and Oils: Magical potions and oils are easily found but hard to identify. They come in small bottles, jugs, pots, or vials and clearly radiate magic. The basic function of a potion may be apparent, but whether it is truly beneficial or not is only evident in the drinking. Results can vary the imbiber may discover he can resist great heat or cold, heal grievous wounds, or fearlessly face the greatest dangers. He may also find himself struck dead by a powerful poison. Scrolls: Scrolls are a convenience and luxury for spell casters. By reading the incantation written on the pages, the priest or wizard can instantly cast that spell without the need to memorize it. Some scrolls are usable by all characters, granting special but temporary protections from various dangers evil creatures, lycanthropes, extraplanar creatures, etc. Other scrolls bear hideous curses, brought into effect at the time of their use. The only way to know what a scroll contains is to Identify its contents. Wizards can also use wizard scrolls to inscribe spells into their spellbooks. This option appears on the items information page. Rings: Magical rings are usable by many different classes and can bestow a wide range of powers. As with all magical items, some rings can harm your character. Cursed rings can be removed only with the aid of spells. Wands, Staves, and Rods: These are among the most powerful of magical items. Wands are commonly used by wizards, allowing them to cast powerful spells with the flick of a wrist. Staves can be used by either a wizard or a priest. Staves can be truly destructive, dwarfing even the potential of a wand. Rods are the rarest of all, the accoutrements
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of witch-kings and great lords. Wands, staves, and rods are not limitless in their power, however; each use drains them slightly until they are powerless. Miscellaneous Magic: Miscellaneous magical items are where the true variety of magical treasures lies. Each item possesses some unique power. There are girdles that grant great strength, caps to make your character smarter, rare tomes that increase ability scores, and much, much more.
ARCANE ITEMS
I have made something of a habit of cataloguing some of the rare arcane items rumored to have been seen within the Kuldahar and Easthaven region while many famed weapons and armor sit upon the walls at the Temple of Tempus, there are others that are known to me only by rumor. A correspondence with one of the shopkeepers in Kuldahar, a man by the name of Gerth, has set me to the task of amassing a list of some of the historical relics believed to be lost within the area.
Barrier Amulet
This amulet was crafted by the enchanter Celemon of Calimport in 727 DR, and it is believed one of them was carried into the Spine of the World mountains by an elven warrior-mage named Pelan Rainwind around 840 DR. It is said the amulet can make the user immune to many physical and magical attacks, but the exact workings of the amulet are unknown. Celemon is said to have had a formula for crafting these amulets, but the formula was lost when jealous rivals killed him and then attempted to duplicate the procedure. Lacking the talent that Celemon possessed (as well as an inability to read his shorthand), his rivals perished attempting to replicate the amulets, destroying their laboratories and themselves.
Miserys Herald
I search for this weapon still, if only to see for myself the potential of orcish craftsmanship and the lengths to which those that serve the orc god Grummsh will go to carry out his will. Many descriptions of Miserys Herald exist the shaft is of meteoric iron, said to have been shaped to resemble an elven femur, and is wrapped in tanned elven skin. Consecrated by orcish priests, Miserys Herald was held by the high priest of the Bone Legion until he fell while leading his people against the elven forces at the Hand of the Seldarine. Rumors about the flails powers abound, but it is said to be able to shatter the bones of giants and instill fear in any creature it strikes.
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Spinesheath
This cowards weapon would scarcely be worth the steel from which it is made, but it is in the interests of the church that it be reclaimed, and if possible, destroyed. Its name apparently derived from the owners predilection for driving it into the backs of his enemies, the tip of this long stiletto has been specially enchanted to penetrate armor as if it were nothing more than cloth. It is said that the assassin Beledor of Calimport used this weapons against dozens of victims before he himself was poisoned by an easily bribed servant in the employ of his enemies. He who wields a cowards weapon deserves a cowards death.
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TABLES
TABLE 1: CHARACTER ABILITY SCORES
Table 1A: Character Ability Scores
STRENGTH
Ability Score
DEXTERITY
React Adj Miss. Att Adj -3 -2 -1 0 0 0 0 0 0 0 0 0 0 +1 +2 +2 +3 +3 +4 +4 +4 +5 +5 AC Adj +4 +3 +2 +1 0 0 0 0 0 0 0 0 -1 -2 -3 -4 -4 -4 -5 -5 -5 -6 -6
CONSTITUTION
Hit Adj -3 -2 -2 -1 -1 0 0 0 0 0 0 0 0 0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +5 +6 +7
Wt Allow Bashing % 5 15 15 30 30 50 50 70 70 90 90 120 120 150 170 200 220 250 280 320 400 500 600 700 800 1000 1200 1600 3 4 4 6 6 8 8 10 10 12 12 14 14 16 18 20 25 30 35 40 45 50 55 60 65 70 75 80
HP Adj -2 -1 -1 -1 0 0 0 0 0 0 0 0 +1 +2 +2(+3) +2(+4) +2(+5) +2(+5) +2(+6) +2(+6) +2(+6) +2(+7) +2(+7)
Strength Hit Adj: Added or subtracted from the attack roll during combat. A positive number makes the opponent easier to hit.
Dam Adj: Added or subtracted from the damage inflicted by a succussful melee attack. Wt Allow: The characters weight allowance how much they can carry without being encumbered. Bashing %: This is the percentage chance a character has to bash open a locked door or chest.
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Dexterity React Adj: Modifies the roll to see whether a character is surprised. The more positive the modifier, the less likely the character is to be surprised.
Miss. Att Adj: Added or subtracted from the to hit roll when using a ranged weapon. A positive number makes the opponent easier to hit. AC Adj: Added or subtracted from the characters AC. Since a lower AC is better, a lower or more negative number is better.
Constitution HP Adj: This number is added to the Hit Point roll a character makes when going up a level or when starting the game. Numbers in parenthesis are for warriors only.
WISDOM
% Spell Failure 50 45 40 35 30 25 20 15 10 5 0 0 0 0 0 0 0 0 0 0 0 0 0 Lore Bonus -20 -20 -20 -20 -10 -10 -10 0 0 0 0 0 +3 +5 +7 +10 +12 +15 +20 +25 +30 +35 +40
CHARISMA
Intelligence Spell Level: The highest level of spells a wizard with this intelligence can comprehend and use.
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% to Learn Spell: The percentage chance that a wizard can learn a spell and add it to his spellbook. This number also represents the wizards chance to successfully cast a spell from a scroll. For every spell level higher than the wizard can comprehend, the wizard receives a -10% penalty. For example, a wizard who can cast 3rd-level spells trying to use a 5th-level spell scroll, has a -20% penalty. Max # Spells/Level: This is the maximum number of spells that a wizard can have in his spell book per level of spell. That is, a 3rd-level wizard with an Intelligence of 16 could learn a maximum of 11 1st-level and 11 2ndlevel spells. Lore Bonus: This bonus is added to the characters Lore ability. This is cumulative with the Lore bonus for Wisdom.
Wisdom Mag Def Adj: Applies to saving throws against magical spells that attack the mind.
Bonus Spells: This is the number of additional spells a priest receives for exceptional Wisdom. The bonus spells are cumulative as you move down the table. Thus, a priest with a 17 in Wisdom gains two 1st, two 2nd, and one 3rd-level spell as bonuses to their normal spellcasting abilities. These spells become available only when the priest can normally access spells of the appropriate level. Paladins and rangers do not gain these bonus spells when they get their priest spells - the bonus is for priests only. % Spell Failure: The chance that a spell attempt by a priest or druid character will fail before being successfully cast. Lore Bonus: This bonus is added to the characters Lore ability. This is cumulative with the Lore bonus for Intelligence.
Charisma Reaction Adj: This is the penalty or bonus due the character when dealing with NPCs or intelligent creatures. For encounter reactions, the computer generates a number between 8 and 12, and then applies the modifier. The results indicate the reaction of the encounter to your party:
1-7: Hostile reaction 8-14: Neutral reaction 15-20: Friendly reaction
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+5 +10 +5 -15 -10 -5 +5 +10 +15 +20 +25 +30 +35 +40 +45
+10 -5 +5 +5 -10 -5 +5 +10 +15 +20 +25 +30 +35 +40 +45 +50
+15 +10 +5 -10 -10 -5 +5 +10 +15 +20 +25 +30 +35 +40
+10 +5 +5 +15 -20 -15 -10 -5 +5 +10 +15 +18 +20 +23 +25 +30 +35
* The numbers in parentheses reflect the base ability of a 1st-level thief before Race/Dexterity modifiers are applied.
3b. Mage
Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 Thief/Bard 0 1,250 2,500 5,000 10,000 20,000 40,000 70,000 110,000 160,000 220,000 440,000 660,000 880,000 1,100,000 1,320,000 1,540,000 1,760,000 Hit Dice (1-6)* 1 2 3 4 5 6 7 8 9 10 10+2 10+4 10+6 10+8 10+10 10+12 10+14 10+16
* For every level after the 9th, Fighters, Rangers and Paladins gain only 3 hit points per level. Bonuses to hit points for a high Constitution no longer apply.
* For every level after the 10th, Rogues gain only 2 hit points per level. Bonuses to hit points for a high Constitution no longer apply.
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3c. Priests
Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 Cleric 0 1,500 3,000 6,000 13,000 27,500 55,000 110,000 225,000 450,000 675,000 900,000 1,125,000 1,350,000 1,575,000 1,800,000 Druid 0 2,000 4,000 7,500 12,500 20,000 35,000 60,000 90,000 125,000 200,000 300,000 750,000 1,500,000 Hit Dice (1-8)* 1 2 3 4 5 6 7 8 9 9+2 9+4 9+6 9+8 9+10 9+12 9+14
3b. Rogue
Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 Wizard 0 2,500 5,000 10,000 20,000 40,000 60,000 90,000 135,000 250,000 375,000 750,000 1,125,000 1,500,000 Hit Dice (1-4)* 1 2 3 4 5 6 7 8 9 10 10+1 10+2 10+3 10+4
* For every level after the 9th, Wizards gain only 1 hit point per level. Bonuses to hit points for a high Constitution no longer apply.
* For every level after the 9th, Priests and Druids gain only 2 hit points per level. Bonuses to hit points for a high Constitution no longer apply.
* The opposition schools are the schools of magic that the specialist cannot comprehend or cast spells from.
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* This entry represents what level the Paladin is considered for the purposes of the spell.
5b: Rangers
Level 8 9 10 11 12 13 14 Casting Level* 1 2 3 4 5 6 7 1 1 2 2 2 2 3 3 2 1 2 2 2 2 3 1 1 2 4 5 6 7 -
* This entry represents what level the Ranger is considered for the purposes of the spell.
5c: Wizard
Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 1 1 2 2 3 4 4 4 4 4 4 4 4 5 5 2 1 2 2 2 3 3 3 4 4 4 5 5 3 1 2 2 3 3 3 4 4 5 5 4 1 2 2 2 3 4 4 4 5 1 2 3 4 4 4 6 1 2 2 7 1 8 9
Note: Specialist Wizards get one extra spell per level but are prohibited from learning spells of their opposition schools (see spell descriptions and Table 4 for opposing schools).
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5d: Priest/Druid
Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 1 1 2 2 3 3 3 3 3 4 4 5 6 6 6 6 7 2 1 2 3 3 3 3 4 4 4 5 6 6 6 7 3 1 2 2 3 3 3 4 5 6 6 6 7 4 1 2 2 3 3 3 4 5 6 6 5 1 2 2 2 2 3 4 4 6* 1 2 2 2 2 3 7** 1 1 1
Note: Priests with high Wisdom receive bonus spells per level (see Table 1, Wisdom). *Usable by priests with 17 or greater wisdom. ** Usable by priests with 18 or greater wisdom.
5e: Bard
Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 1 1 2 2 3 3 3 3 3 3 3 3 3 3 3 4 4 4 2 1 1 2 2 3 3 3 3 3 3 3 3 3 4 4 3 1 1 2 2 3 3 3 3 3 3 3 4 4 1 1 2 2 3 3 3 3 3 5 1 1 2 2 3 3 6 1 1 2
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1 or 2 handed 1 1 1 1 1 1 1 1 2 2 1 1 1 1 1 1 2 -
Type 1 p p s p b b b s b p p/s b s b s s p b p 2
Speed Factor 3 7 2 4 7 7 4 7 2 9 4 5 8 5 3 4 6 s
Damage 1-6 1-10 1-8 1-4 1-6 1-6+1 1-6+1 1-6 2-8 1-3 1-10 1-6 1-8 1-4+1 2-8 1-8 1-6 1-4+1 1-6 10
Usable By 2 F,R,P,B F,R,P,T,B,M,D F,R,P,T,B,C,D F,R,P,B,C F,R,P,B,C F,R,P,B F,R,P,B,C F.R,P,M,T,B,D F,R,P,B F,R,P,T,B,C,D F, R, P, D, T, B F,R,P,B F,R,P,T,B F,R,P,T,B F,R,P,B F,R,P,B,D 1-10 F,R,P,B
Club Flail Mace Throwing Axe Morning Star Dart Halberd Quarterstaff Scimitar Sling Stone Bastard Sword Long Sword Short Sword War Hammer Spear Two-Handed Sword
1 s = Slashing p = Piercing b = bludgeoning 2 Fighter, Ranger, Paladin, Cleric, Druid, Thief, Bard, Mage 3 See Table 7 for information on ranged or missile weapons
1 ROF is Rate of Fire. This is the number of times per combat round that the weapon can be used. 2 Fighter, Ranger, Paladin, Cleric, Druid, Thief, Bard, Mage
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TABLE 8: ARMOR
8a: Armor 8a. Armor Types Types
Armor Buckler Small Shield
Armor Class (-1 modifier)* (-1 modifier)* (-1 modifier)* (-1 modifier)* 8 7 5 4 3 1
Usable By F,R,P,T,B,C,D F,R,P,C F,R,P,C F,R,P,C F,R,P,T,B,C,D F,R,P,T,B,C,D F,R,P,B,C F,R,P,C F,R,P,C F,R,P,C
Medium Shield Large Shield Leather Studded Leather Chain mail Splint mail Plate Mail Full Plate Armor
* Some shields are heavier than others and they offer increasingly better protection. Here are the effects of shields in the game: Buckler: gives a -1 to Armor Class but does not protect against missile or piercing weapons. Small Shield: gives -1 to Armor Class, but it does not protect against missile weapons. Medium Shield: gives -1 to Armor Class. Large Shield: gives -1 to Armor Class and -2 against missile weapons.
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CREDITS
PRODUCTION
Division Director Feargus Urquhart Producer Chris Parker Associate Producer Darren Monahan
Brian Menze Stone Perales Kelly Wine John Dickenson Mike McCarthy Justin Sweet Vance Kovacs
Divisions Operations Manager Benson DESIGN Additional Production Assistance Doug Avery
PROGRAMMING
Programmers David Ray Richard Finegan Tom French Jake Devore Additional Programming By Michael Bernstein Darren Monahan Jim Gardner Movie and Audio Compression Technology Paul Edelstein
Designers Steve Bokkes J.E. Sawyer John Deiley Reg Arnedo Matt Norton Scott Warner Chris Avellone Technical Designers Dave Hendee Jason G. Suinn Scott Everts Primo Pulanco Kihan Pak Chris Avellone Fred Hatch
AUDIO
Sound Supervision Charles Deenen Craig Duman Sound Design Charles Deenen Gene Semel David Farmer Paul Menichini Ann Scibelli (EFX Post) Brian Celano (SoundeluxShoworks) Adam Levenson Al Nelson
ART
Artists Aaron Brown Pete Meihuizen Dennis Presnell Derek Johnson Jason Manley Kevin Llewellyn Tim Donley Eric Campanella Aaron Meyers
BLACK ISLE STUDIOS
141
CREDITS
Music by Jeremy Soule Music Editing Rick Jackson Mastering by Craig Duman Frank Szick VO Supervision Chris Borders VO Direction & Casting Julie Morgavi Jamie Thomason VO Talent Jim Cummings (Arundel) John Kassir (Belhifet) Tara Strong (Child Yxunomei) Gregg Berger (Everard) Tony Jay (Kresselack) Michael Bell (Larrel) David Ogden Stiers (Narrator) John Kassir (Poquelin) Tara Strong (Yxunomei) Additional Voices Kath Soucie Jeannie Eilas Russi Taylor Tress MacNeille Tara Strong Patrick Fraley Michael Bell Tony Jay S. Scott Bullock John Kassir Roger Bumpass Gregg Berger Jim Cummings
Recorded At Screenmusic Studios LA Studios
VO Editing Stephen Miller JP Walton Audio Director Charles Deenen Audio Administrator Gloria Soto
MOVIES
Re-Recording Mixer Charles Deenen Mixed at Interplay Entertainment in
LOCALIZATION
International Product Manager Tom Decker Localization Producer Fred Hatch Translations by 25th Edition (Italy) Pink Noise (Spain) SDL International (French & German) Audio by SPG Studios Pink Noise Project Synthesis
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CREDITS
Additional Translations/QA Olaf Becker (German) Carole Huguet (France) Rafael Lopez (Spain) Compatibility Technicians Derek Gibbs Jack Parker David Parkyn Josh Walters
QUALITY ASSURANCE
Directors of Quality Assurance Michael Motoda Jeremy Barnes Quality Assurance Managers Greg "Moose" Baumeister David Simon QA Project Supervisors Robert Giampa Douglas Finch Shanna Takayama QA Senior Testers Scot Humphreys Kevin Osburn Amy Presnell Hector Espinoza QA Testers Eric Chung Charles Salzman Jeff Mitchell Brian Mitsoda Amy Avery Seth Baker Marc Droudian Jeff Husges Rick Avelos Sean Johnson Asher Luisi Compatibility Manager Darrell Jones
MARKETING
Marketing Manager Kevin Johnston Senior PR Manager Lisa Bucek PR Manager Heather McLaughlin Web Masters Sean Patton Ed Arandia Sandi McCleary J.E. Bishop Sawyer Creative Services Manager Kathy Helgason Production Manager Thom Dohner Traffic Manager Kathryne Wahl Manual Chris Avellone Manual Design and Layout Michael L. Quintos
143
CREDITS
THANKS TO:
The Icewind Dale Team would like to express their thanks to: Bioware and the Bioware Infinity Engine programmers, Jim Gardner, Master John Wunder and the IS Crew, Dan Spitzley, Steve Lopes, Chris Hecker and friends from the GLSetup team (www.glsetup.com), and the boys at Papa Johns Tustin. (J.E. Sawyer) Luis Antonio Uate, the brothers of Mu Chapter Phi Kappa Tau at Lawrence University, Grammy, Birdface and Daddy Hothead, Presto and Vera, Michael Stuart Donnelly, Professor Edmund M. Kern, the Company of the Knights Gambit, all of the fresh young honeys at the Harbor House Caf, the State of Wisconsin, and, of course, the Red Queen. Labor me vocat. (Feargus U.) Thanks to Margo for putting up with all the dumb hours.
(Dennis P.) Thank you Tim Donley for getting me started, and thanks to all the other BIS artists who answered my questions and gave me advice along the way. (Primo P.) Thanks to my family, parents and brothers they are my heroes!! Thanks to all my friends who have helped me here at work whenever Im down you know who you are!! ;) Thanks to Mavalon, Weenis, and Blintz for those awesome Quake 3 games ever here at Black Isele. And A Very Very Special Thanks to Catherine!! (David H.) Special Thanks to Labatt Grumpypants! hehe. :P (Jason M.) I want to thank my mother, my family and my art mentor Jim Garrison. (Reg A.) Phoenix of Solusek Ro (David P.) Justypoo, Dra, Evilution, Rosa,... all I can think of now.
(Chris A.) Mom and Pop (Aaron M.) I would like to express Avellone, Eileen Suh, Thuy Dang, Chris Wright, and the fact gratitude to the little voice who Torment finally shipped. guides me, thanks man. (Rob G.) Preston Sinclair and (Derek J.) Thanks to my Mom and Dad for helping me out to get Jeffy Starchylde to where I am today. Thanks to George for keeping my mother squared away. Shouts go out to my brother Wayne and his wife Julie, my other brother Tim and his wife Laura, and a huge hello to Matthew, the newest member of the ever-growing Johnson clan. Though miles away, I think of you guys always.
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INDEX
A
Ability Score 10, 65, 132 Abjurer 67, 136 Action cursors 15 AI 19, 28, 32 Alignment 10, 68 Ammunition 24, 25 Amulet 125 Appearance 12, 26 Apsel the Scrimshander 46, 47 Area Map 23 Area of Effect 75 Armor 124, 140 Armor Class (AC) 57 Attack 15, 58 Attack Roll 58 Axes 71, 126, 139
Charisma 65, 133, 134 Class 10, 65 Cleric 66, 68, 136 Cloak 125 Clock 21 Combat 57 Conjurer 67, 136 Constitution 65, 132 , 133 Containers 23 Critical Hits and Misses 58 Cursors 15 Customer Service Info 7 Customize 27 Custom Portraits 27 Custom Sounds 27, 28
D
Dexterity 59, 65, 132, 133, 135 Dialogue 16, 39, 56 Dialogue Window 21 Diviner 67, 136 Donate 22 Drinks 22 Druid 66, 68, 136, 138 Dual-Class 10, 26, 63 Dual Weapon Usage 71 Duration Spell 75 Dwarf 64
B
Backstab Baldurs Gate Bard Bard Song Bear Beetles Boots Bow Bracers Buy 17, 74 4, 5 67 18 51 52 125 71, 127, 139 125 22
E
Easthaven 4, 42, 45, 46 Elf 64 Enchanter 67, 136 Encumbrance 25 Equipment 124 Evening Shade 49 Everard 4, 11, 42, 50, 51, 54, 131 Experience 63, 135 Experience Points (XP) 63, 135 Experience Point Cap 64 Export 28
C
Calendar Carrion Crawler Cast Spells Casting Time Chaotic Evil Chaotic Good Chaotic Neutral Character buttons Character Record 43 52 18, 60 57, 75 70 69 69 17 26
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F
Faern Fatigue Fighter Fighting Find Traps Fog of War 42 32, 56 65, 68, 135 56 17, 72, 109 16
J
Journal 20, 24
G
Gameplay 31 Gauntlet 135 Gender 9 Gerths Equipment Shoppe 49 Ghoul 52 Girdle 125 Gnome 64 Goblins 53 Gold Pieces (gp) 12 Graphics 30 Great Sword 70 Group Buttons 19 Group Gold 24, 25
K
Kresselack Kuldahar Kuldahar Pass 50, 51 45, 47, 49 45, 48, 51
L
Lawful Evil Lawful Good Lawful Neutral Lay Hands Level Up Levels Load Game Locks Lore 69 68 69 18, 72 27 63 36 74, 135 72, 133, 134
H
Half-Elf 65 Halfling 64 Healing 24, 62 Helmet 59, 125 Hit Dice (HD) 70 Hit Points (hp) 62, 135, 136 Hrothgar 4, 46, 47, 48, 50, 51, 54, 55, 59, 60 Human 64
I
Identify Illusionist Importing Initiative Infravision Information Inns 23, 26, 72, 78 67, 68, 136 12, 38 57 33, 72, 78 6, 7, 16, 21, 27, 131 22
Mage 67, 68, 135 Mage Spell Book 20, 29 Magic Resistance 73 Magical Items 59, 128 Maps 23 Melee Weapons 139 Missile Weapons 59, 71, 139 Morale 61 Movement 14, 56 Multiclass 10, 63, 68 Multiplayer 34 Multiplayer: Asynchronous 39 Multiplayer: Character Arbitration 36 Multiplayer: Chatting 39
147
Multiplayer: Multiplayer: Multiplayer: Multiplayer: Multiplayer: Multiplayer: Multiplayer: Multiplayer: Multiplayer: Multiplayer:
Create Explorable Area Importing Join Loading Time Party Gold Permissions Protocol Requests to Join Saving
35 39 38 35 39 40 37 34 38 39
Q
Quest Experience Quick Formations Quick Item Quick Load Quick Save Quick Spell Quick Weapon Quitting 63 19 18, 25 32 32 18 17, 25 30
N
Name Necklace Necromancer Neutral Evil Neutral Good Neutral, True North, The Northern Calendar 12 125 68, 136 70 69 69 42, 45 43
R
Race 10, 64 Racial Enemy 11, 73 Raising the Dead 62 Range 75 Ranger 65, 68, 135, 137 Rate of Fire 59, 139 Reaction Adjustments 134 Recovery 61 Remove Traps 74 Rest 19, 26 Ring 125 Rogue 66, 135, 136 Rooms 22 Root Cellar 49 Rotate Formation 16 Round 44, 55, 57, 58 Rumors 22
O
Ogre Options 53 30
P
Paladin 66, 135, 137 Paper Doll 24, 25 Paralysis 62 Party Formation 8, 30 Path-Searching 32 Pausing 56 Personal Initiative Round 57 Pick Locks 70 Pick Pockets 74 Poison 63 Pomabs Emporium 46, 47 Portraits 20, 27 Potions 129 Priest 66, 138, 139 Priest Spell Scroll 29 Proficiencies 11, 70
S
Save Game Saving Throws Schools of Magic Scripts Scrolls Secret Doors Select All Selection Sell Shapechange 30, 39 60, 61 67, 74, 136 27, 28 129 71 19 13, 14 22 19, 71
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Shield 124, 125, 140 Small Swords 70, 128, 139 Snowdrift Inn 46, 47 Sound 27, 31 Spears 71, 128 Special Abilities 18, 71 Specialist Wizard 67 Specialization 73 Speed Factor 57, 139 Spell Disruption 60 Spells 11, 60, 74, 76, 105 Spine of the World 42, 45 Staff 71, 127, 139 Starting Gold 12 Steal 22, 74, 135 Stealth 17, 74, 135 Stop 19 Stores 22 Strength 65, 132 Sword Spiders 53
W
Wand 129 Warrior 65 Weapons 25, 70, 125, 139 Winters Cradle Tavern 46, 47 Wisdom 65, 133 Wizard 67, 136 Wolf 54 World 42, 43 World Map 23
X-Y-Z
XP 63
T
Talk 56 Taverns 22 Temples 22 Temple of Tempus 46, 47 THACO 58 Thief 66, 68, 136 Thieving 17, 74, 135 Time 43, 44, 55, 57 To Hit Number 59 Tool Tips 21 Toril 42, 43 Transmuter 68, 136 Trolls 54 Turn 44, 55 Turn Undead 17, 74
U-V
Unlock Use Item Vale of Shadows 15 16, 18 50
149
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