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11== Raise dead (lvl 5, necromancy)
It raise a dead member with only 1 hp.
12== Resurrection (lvl 7, conjuration)
To raise a dead member. This is the ultimate reason why a team should have a cleric with them. Only cleric offers resurrection.
Resurrection offers a second chance with full hp. The strange thing is, it says the raised character will lose one lvl but this never happens to me. Believe me, my members die on a regular basis. If this penalty applies, then raise dead will replace the usefulness of this spell.
13== Greater shield of Lathander (lvl 7, conjuration)
It gives the receiver +40 spell resistance and 30/- damage reduction.
The downside are, long casting duration, short lasting duration.
14== Holy Aura (lvl 8, abjuration)
It has 4 effect on receivers on the area a. Receiver gains +4 deflection bonus to armor class and +4 saving throws b. Receiver gains +25 spell resistance c. Receiver immune to charm and domination d. Evil creatures who strike the receiver must make fortitude save or to be blinded for 3 rounds.
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V.3 druid spells ppgsp3
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1 == Rainstorm (lvl 2, evocation)
Can be cast only outdoor. Deals 2d3 magic damage per round in addition with 50% chance per round to be struck by lightning damage of 2d6.
2 == Charm person or animal (lvl 2, enchantment)
Its main use is to counter your charmed party members.
3 == Call lightning (lvl 3, transmution)
Cast only outdoor. It calls down a lightning every 10 rounds and deals damage to a random enemy of 1d10 per caster lvl to a maximum of 10d10.
4 == Tortoise shell (lvl 3, abjuration)
Before you have heal, this spell grants you additional 100 hit points.
It also makes the receiver uninteractable.
5 == Static charge (lvl 5, transmution)
Cast indoor or outdoor. It deals 1d8 electrical damage per caster lvl (max 16d8) to a random enemies every turn for max 10 turns.
6 == Smashing Wave (lvl 5, evocation)
The wave travels from caster to its destination. Any creature in the path takes 1d8 bludgeoning damage per caster lvl (max 15d8). In addition, 25% to stun for 2 rounds and 5% chance to knock unconscious.
Reflex save negates the side effect and halve the damage.
7 == Aura of vitality (lvl 7, transmution)
Allies in the area gains +4 str, dex and con for 1 turn per caster level.
8 == Shambler (lvl 9, conjuration)
Summons a 11 hit dice shambling mount that deals bludgeoning damage and might entangle enemy it is attacking.
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V.4 spells that overlap ppgsp4
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>>> Spells that both clerics and druids can cast, only
1 == Flame Strike (cleric lvl 5, druid lvl 4, evocation) small area effective, fire damge of 1d6 per caster lvl unless a reflex saving throw for half. Cleric don't have many damaging spells, this is one the few, the very few.
2 == Heal (cleric lvl 6, druid lvl 7, conjuration)
This spell is extremely important. It restore the receiver to max hp. the casting duration is instant, makes it a real life saver.
3 == Sol's searing orb (cleric lvl 6, druid lvl 6, evocation)
It deals 6d12 damage and blinds the target unless a fortitute saving throw for half the damage and no blind. It deals double damage to undead.
For a cleric, lvl 6 is dedicated to 'Heal' so a cleric might not want to cast searing orb. But a druid has lvl 6 all open to this spell.
4 == Harm (cleric lvl 6, druid lvl 7, Necromancy)
It deals magic damage to the target so that target left only 1d4 hp.
Fortitude to save totally from the spell.
To use this spell, you have to first cast the spell. You'll notice that your character weapon changed to a hand, melee attack with this 'hand' as you would normally do to cast off the spell.
>>Frankly, i don't use harm at all ever since Anomen made a critical miss with this spell back in BG2. This spell is suppose to be able to hit enemy easily as it is a 'touch attack' but i just don't have the luck to do so. [Yorien Dragonard], on the other hand, has better luck then me and reminded me about this spell.
5 == Tremor (cleric lvl 8, druid lvl 9, transmution)
Enemies within sight of caster takes 4d10+2 of buldgeoning damage and must make a reflex saving throw or to be knock unconscious for 3 rounds. Don't look down on the 3 rounds duration, It is very long.
The casting duration is also very long. Usually, i will start casting it when i see enemies rushing towards my fighters.
6 == Mass heal (cleric lvl 8, druid lvl 9, conjuration)
It works just like heal but area effective to several allies.
Sometimes your fighter is surrounded by several enemies and cannot be reach, this spell can do some help.
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>>> Spells that arcane spellcasters and divine spellcasters can cast
1 == Bull's strength (lvl 2, transmution) =cleric lvl 2=
Your spellcaster will have low str right? So this spell can help them to carry extra things and wear heavy armor.
2 == Magic circle aganist evil (arcane lvl 3, cleric lvl 3, abjuration)
Instantly gives everyone protection from evil. 99% enemies you encountered will be evil. This spell gives immunity to all control based spells by evil creatures, tell me that this is not soild gold?
On top of all, how about saving throws against attack from evil enemies.
The initial use of this spell is as a preparation before summoning demons and elementals. Without protection from evil, demons and elementals you summoned will attack you. However there is no need for summon demons and elementals right now, because we have undead.
3 == Dispel magic (arcane lvl 3, cleric lvl 3, druid lvl 4, abjuration)
It removes every magical effects (good or bad) on everyone (enemy or ally) in an area. This spell is the counter of all spells. It is like the constitution of spells, every other spells that are inconsistent with dispel magic shall be void. It even dispel 'protection from magic'.
Beware however, it dispel the good magic on your allies. Generally, to counter spells, dispel works.My suggestion of counter spell is under the premise not to dispel the protective spells on allies.
4 == Animate undead (arcane lvl 5, cleric lvl 3, necromancy)
This spell WAS solid gold, until IWD2 version 2.01. Still it is a summon spell worth investing. These summons are undead, therefore they are immune to several spells like enchantment spells and 'Horrid wilting'.
5 == Dismissal (arcane lvl 6, cleric lvl 4, abjuration)
Dismiss a summoned creature. Creature hit dice adds to the saving throw while caster lvl minus the saving throw. Remember, it only effect one summon. So it wouldn't vanish your summons in the process.
6 == Finger of death (arcane lvl 7, druid lvl 8, necromancy)
Fortitude save to take 3d6 + caster lvl of damage or die, die, die.
So you see, wizards, sorcerers, pure cleric are particularly weak aganist this spell since their constitution are so low. To kill izbelah in time, this is the spell.
7 == Banishment (arcane lvl 7, cleric lvl 6, abjuration)
Just like dismissal it is area effective. Use this to banish a horde of summons including your own summons.
8 == Elemental Barrier (arcane lvl 7, divine lvl 7, abjuration)
Gives the receiver a 15/- to fire, cold, acid and electrical damage for as long as the spell last.
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VI general strategies ppgstg
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This section is dedicated to all battling strategies involved in the game, i sincerely hope that people will contribute their sucess here and help this part of the faq grows, especially alternatives to beat certain boss or scence.
The use of invisibility
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Throughout the game, you'll find out that invisibility is ever useful.
Now, i wouldn't touch on improve invisibility here since it makes the game ridiculously unbalance. However i think that 'invisibility sphere' and 'mass invisibility' doesn't unbalance the game but still provide some battle an easy way out.
For example, you go into an area and everyone attacks you scenario.
Have one of your caster casts area effective invisibility. Meanwhile have other casters cast summoning spells. As for your tankers, just stand still. When the invisibility kicks in, no one will sees you and will turn their attack onto your summons. Even if your summoning spells do not finish before your invisibility kicks in, you still remains invisible after summon completes. resting strategy
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Before resting, cast animate undead or shambler. Summons of these spells will last long enough to protect the party while resting. Before you sleep, invisivle everyone. As a plus, have druid cast 'Call lightning' or 'Static charge'. When interrupted during resting, just stand still and just your summons do the job. controlling summons
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Controlling summons plays a big part in my game since they are the ones who take the pain. Furthermore, under HoF mode, they are as strong as enemies i encoutered, so they deals a lot of damage at the same time. A nice trick for your summons to stay in formation, attack nearest enemy and don't go wondering around chasing enemies would be select all summons and issue 'stop'. early into the game
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At the start of the game, prologue and chapter 1 are often regarded as the hardest chapter because you'll encouter hordes of enemies in a single battle. To worsen the situation, your levels are very low and you don't have much spell variation. During this period, micro-management is very important. Keeping the band in organized formation would save a lot of reloads. Also, don't look don't on low level spells like 'entangle', 'web', and 'sleep'. 'Entangle' helps you to keep the melee enemies a far. 'Web' will disrupt enemies spall casting. 'Sleep' greatly reduce the number of enemies attacking you.
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VII known bugs that will hurt you ppgbug
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This section is to point out some bugs that will hurt the enjoyment of this game and to avoid these bugs.
1. Improve invisivility (FIXED in version 2.01)
The makers of the game somehow forget to do two things. a. They forget to put 'True Seeing', the ultimate dis-illusion spell. b. They forget that 'Improve Invisiblity' doesn't give you 100% invisiblity after the character do something. It gives 50% concealment after action. Which means anyone can still attack an improved invisible but actioned unit, but cannot target the unit with spell until invisible dispelled.
Therefore, until a patch is due, improve invisibility will remain evil, and ridculously unbalance the game.
2. Summons let's take an example. i summon 2 undead in area A. Then i leave for area B and rest at there. After i wake up, i can only summon 4 creatures and the box will say that i have reach the summon limit when i summon the 5th creature. But then when i get back to area A to check out, my previous summons weren't there.
To get around this, kill all the summons before leaving an area, or, quit game, restart the game
3. Horde Fortress
When inside the Horde Fortress, after the conversation between Sherincal and Guthma, the game crashes. Well, i saw this in iwd2 forum and i didn't check back so i don't know the solution.
4. River Caves (FIXED in version 2.01)
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Other files from this game:
- Icewind Dale 2 trainer by System on 09/12/2007, 05:07
- Icewind Dale 2 document by System on 14/03/2006, 06:30
All inventory codes as Word doc - Icewind Dale 2 document by System on 14/03/2006, 06:30
All cheats as Word file - Icewind Dale 2 document by System on 14/03/2006, 06:30
Items listing (zipped due to its size, v2.0) - Icewind Dale 2 editor by System on 14/03/2006, 06:30
Character + Savegame Editor - Icewind Dale 2 document by System on 14/03/2006, 06:30
- Icewind Dale 2 FAQ by System on 09/03/2006, 09:50
- Icewind Dale 2 FAQ by System on 09/03/2006, 09:50
Character Development Guide - Icewind Dale 2 FAQ by System on 09/03/2006, 09:50
- Icewind Dale 2 FAQ by System on 09/03/2006, 09:50
- Icewind Dale 2 FAQ by System on 09/03/2006, 09:50
- Icewind Dale 2 hints by System on 09/03/2006, 09:50
Cleric Spell List - Icewind Dale 2 hints by System on 09/03/2006, 09:50
Druid Spell List - Icewind Dale 2 FAQ by System on 09/03/2006, 09:50
- Icewind Dale 2 FAQ by System on 09/03/2006, 09:50






