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2 >>> Fiendslayer (auto)
Effect: Allows a paladin to gain a +2 bonus to hit and damage against chimeras, fiends, dragons, and half-dragons.
Prerequisite: 8th level Paladin, Weapon Focus in Large Swords or
Greatswords
Note: Must pick.
Rogue
1 >>> Arterial Strike (select)
Effect: Allows the rogue to sacrifice 1d6 points of sneak attack damage to inflict a bleeding wound that causes damage over many rounds.
Prerequisite: At least one level of rogue, base attack bonus +4 or higher.
Note: Must pick.
2 >>> Envenom Weapon (select)
Effect: The first successful attack with the weapon forces a
Fortitude save (20 DC) or the target temporarily loses 1d6 points of Constitution. One round later, the target must make a second Fortitude save (20 DC) or lose an additional 1d6 points of Constitution. The Constitution loss lasts for 10 rounds. This ability can be used once per day.
Prerequisite: 1 level of rogue, Alchemy 8 or greater
3 >>> Hamstring (select)
Effect: Allows a rogue character to sacrifice 2d6 points of sneak attack damage to reduce the target's movement by 50% for ten rounds.
Prerequisite: At least three levels of rogue.
Note: Must pick.
If your delicate spellcaster is being chased by an enemy, this will definately be a life-saver.
4 >>> Crippling Strike (auto)
Effect: Any time the character makes a successful sneak attack, the attack does its normal damage and also causes 1 point of temporary strength damage. Use
Prerequisite: 10th level rogue
Note: Must pick.
5 >>> Improved Evasion (auto)
Effect: This ability works like evasion, except that while the rogue still takes no damage on a successful Reflex save and half damage on a failed save.
Prerequisite: 10 Levels of Rogue
6 >>> Slippery Mind (auto)
Effect: If you are affected by either Charm or Command enchantments and fails your saving throw, 1 round later you can attempt your saving throw again. You only get this one extra chance to succeed at your saving throw.
Prerequisite: 10 Levels of Rogue
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V useful spells ppgspe
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Some spells overlap, meaning both a wizard and cleric cast it. These spells will be place under section. i will not list every spells since you can get this from other faq available in www.gamefaqs.com.
Spells covered here will be the spells that i and others used frequently and have success with.
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V.1 arcane spells ppgsp1
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1 == Magic missile (lvl 1, evocation)
This is a very all around spell. First of all it gets better as you lvl up. Furthermore it is magic based damage. So at the end, you can do some damage (5 x 1d4+1) on every enemies you encounter.
2 == Choromatic orb (lvl 1, evocation)
It does do a some damage but this is not what it is used for. The key is its effect. The effect of the orb changes as you lvl up. At the end, this little orb can paralyzes an enemy for 13 rounds if the reflex saving throw is failed.
3 == Mage armor (lvl 1, conjuration)
It gives +4 to your armor bonus. Might be useful in the early of the game. Of course there are other type of magical armor but they come later and the usefulness is not there since monster are getting stronger faster.
4 == Charm person (lvl 1, enchantment)
If your fighter being charmed, this will be the spell that gets her/him back.
5 == Melf's acid arrow (lvl 2, conjuration)
If you intended to use this spell to do damage then you are wrong.
Although it does damage to an enemy from time to time but time is what you don't have. Don't you want to kill an enemy in shortest time possible? So the use of this spell? To finish off trolls.
6 == Mirror image (lvl 2, illusion)
It creates x (x = 2~8) mirror images. Which means, for the first x times you are being attacked, either physical or magical, it will not cause damage. Useful isn't it? One way to quickly counter this spell is magic missile.
7 == See invisibility (lvl 2, divination)
Just as its name suggest. however there are only a few invisible enemies in the game and they come very late.
8 == Flame arrow (lvl 3, conjuration)
Each arrow deals 4~24 fire damage with reflex save for half. It adds an arrow every 4 lvl till lvl 30. solid.
9 == Ice lance (lvl 3, evocation)
It deals 5~30 frost damage. If fortitude save fail, it stun the target for 1~4 rounds. *p.s. Both flame arrow and ice lance are useful because they offer different base of damage. Some might resist to fire, some might resist to ice, so you need both.
10== Invisibility sphere (lvl 3, illusion) it invisible everyone near by, giving you time to regroup. for more use of invisiblity spells, please refer to section, ppgstg.
11== Mordenkaien's force missiles (lvl 4, evocation)
It acts like magic missile with splash damage. And i have a feeling that it is harder to resist then magic missile, because most of the high lvl i encountered resist magic missile but not force missile.
12== Stoneskin (lvl 4, abjuration)
It absorbes 10/+5 of melee damage until a total of 10 per caster level to a maximum of 150.
13== Malision (lvl 4, enchantment)
-2 saving throws of all kinds to all enemies of an area.
14== Improved invisibility (lvl 4, illusion)
Evil, this spell is pure evil, more evil than the evilest evil demon being appoint as professor of evil in oxford university.
After patched in game version 2.01 this spell is not evil anymore.
15== Emotion: hope (lvl 4, enchantment)
All living creatures gain +2 on saving throws, attack bonus and damage. It effects enemies as well, so use it with care.
16== Lower resistance (lvl 5, transmution)
Spell resistance of the target reduce by 1 per lvl of caster.
17== Dominate person (lvl 5, enchantment)
A dominated person is totally under the spellcaster's control and acts just like her/his minions. The receiver is allowed a will save at -2. i am a 'evocative' and 'necromancive' person. i rarely use any enchantment spell.
>>However [Yorien Dragonard] has another view.
"A mass Dominate (or Dominate) is real useful since if you (in the middle of a battle) take control of around 30% - 40% of enemies then the battle suddenly turns tides"
18== Improved haste (lvl 6, transmution)
Area effective. Eoubles the attack and movement rate of allies.
Negates slow. On the other hand slow negates haste, if cast later.
19== Chain lightning (lvl 6, evocation)
It deals xd6 (x = caster lvl) of damage to its target and half of it (x/2)d6 to other enemies near by. It is the best area effective damaging spell, since it will not damage friendlies and not many enemies are resistant to lightning damage.
20== Disintegrate (lvl 6, transmution)
Target to be vanish unless sucessful fortitude saving throw and take 5d6 damage. This spell will work on undead creatures. One side note, disintegrate will disintegrate items of the target, but IWD2, at this moment seems doesn't apply this.
21== Mordenkainen's sword (lvl 7, evocation)
It creates a sword that has attack bonus of caster lvl + 4 and deals 4d6+3 slashing damage. It is considered +3 to hit. the great thing about this sword is that it is ranged. so your caster can step afar to do the damage. sure, who needs a caster to deals melee damage, but if you are out of spells that can do damage to your enemy, you still have this. my wizard used this to kill the guardian outside yuan-ti temple first time through the game.
22== Suffocate (lvl 7, transmution)
Creatures that breathe take panalties of -4 armor bonus, -4 attack bonus and -6 DEX, half movement rate. In addition, they take 4d8 damage per round if they remain in the area of effect. Works best if combined with undead summons.
23== Mass invisibility (lvl 7, illusion)
Please refer to section, ppgstg, for more information.
24== Horrid Wilting (lvl 8, necromancy)
It sucks out water from creatures dealing 1d8 magic damage per level caster to a total of 25d8. Fortitude save for half. Imagine this, you summon undead, send them to fight, everyone steps back, keep throwing horrid wilting, fun? Undead, construct and any creature that don't have water in them are not effected. Water based creatures has a -2 saving throw aganist it.
25== Executioner's Eyes (lvl 9, divination)
+4 attack bonus and +4 critical hits on all allies. +4 critical hits means that if you have critical on roll 20, now you'll have critical on roll 16~20.
26== Wail of Banshee (lvl 9, necromancy)
Centered around the caster, anyone who hears the cry will die.
Number of dying creatures is equal to caster lvl. Friendlies are suppose to be effect by this but so far, none of my members die under this spell, strange. Needless to say, construct, undead and deafed creatures are immune to this.
27== Mass Dominate (lvl 9, Enchantment)
Works just like lvl 5 dominate person except it is area effective.
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V.2 cleric spells ppgsp2
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1 == Bless (lvl 1, conjuration)
+1 attack bonus to allies, counter bane.
2 == Bane (lvl 1, enchantment)
-1 attack to enemies, conter bless. p.s. Bless and bane are very useful at the start, at least before cleric learns 'prayer'.
3 == Remove fear (lvl 1, abjuration)
Area effective. It removes fear, panic and allies are immune to fear for the duration. The key of it is the casting duration is so short, it is almost instant.
4 == Invisibility purge (lvl 3, divination)
Dispel invisibility.
7 == Prayer (lvl 3, conjuration)
It has a large radius and it moves with the caster. Under the area of effect, allies receive +1 to attack, damage and saving throws while enemies get -1.
8 == Recitation (lvl 4, conjuration)
Allies gain +2 on attack and saving throws while eneimes take -2 penalty.
9 == Restoration (lvl 4, conjuration)
The main fuction of this spell in the game is to restore energy drained cause by certain undead.
10== Chaotic commands (lvl 5, enchantment)
The constitution of enchantment spells. Target is immune to charm, dominate, sleep, confusion, and symbol of anything.
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