GAMES MICROSOFT XBOX ICEWIND DALE 2 Manual - page 105
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Luck (Enchantment)
Level: Brd 2, Sor/Wiz 2
Range: Sight of Caster
Duration: 10 rounds
Casting Time: 2
Area of Effect: 1 creature
Saving Throw: None
The recipient of this spell gains a +1 bonus to luck for the duration of the spell. Luck weights die rolls in a
character’s favor - with a +1 bonus to luck, if 1d8 is rolled, the effective range becomes 2-8 - a roll of 1
becomes 2, a roll of 4 becomes 5, and a roll of 8 stays at 8. Most importantly luck influences damage dice
rolls, attack bonuses, saving throws, and skill checks, but luck also works in more subtle ways. This spell is
not cumulative with repeat castings.
Mage Armor (Conjuration)
Level: Brd 1, Sor/Wiz 1
Range: Touch
Duration: 1 hour / level
Casting Time: 1 round
Area of Effect: Creature touched
Saving Throw: None
By means of this spell, the wizard creates a magical field of force that serves as if it were scale mail armor
(Armor Bonus: 4). It is cumulative with Dexterity and with a shield bonus. The armor spell does not hinder
movement, adds no weight or encumbrance, nor does it prevent spellcasting. It lasts until successfully dis-
pelled or until the duration runs out.
Magic Circle Against Evil (Abjuration) [Good]
Level: Brd 3, Clr 3, Pal 3, Sor/Wiz 3, Ilmater 3
Range: Touch
Duration: 10 rounds/level
Casting Time: 7
Area of Effect: 10-foot radius
Saving Throw: None
When this spell is cast, all creatures within a 10’ radius are affected individually by Protection from Evil, giv-
ing them +2 to Armor Class, +2 to Saving Throws and immunity to all charm-based spells.
Magic Missile (Evocation)
Level: Sor/Wiz 1
Range: Sight of Caster
Duration: Instantaneous
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: None
Use of the Magic Missile spell, one of the most popular first level spells, creates up to five missiles of magical
energy that dart forth from the wizard’s fingertip and unerringly strike their target, which must be a creature
of some sort. Each missile inflicts 1d4+1 points of damage. For every two extra levels of experience, the wiz-
ard gains an additional missile - he has two at 3rd level, three at 5th level, four at 7th level, etc., up to a max-
imum of five missiles at 9th level.
Magic Stone (Enchantment)
Level: Clr 1, Tempus 1
Range: Sight of Caster
Duration: 30 rounds
Casting Time: 4
Area of Effect: Special
Saving Throw: None
By using this spell, the cleric temporarily enchants 3 small pebbles, which can be hurled at an opponent.
Each stone is treated as a +1 magic weapon for purposes of what it can damage, and deals 1d6 + 1 crushing
damage. Against undead the damage is doubled to 2d6 + 2 crushing damage.
Malavon’s Rage (Evocation)
Level: Sor/Wiz 7
Range: Caster
Duration: Instantaneous
Casting Time: 1
Area of Effect: 15-foot radius
Saving Throw: Reflex half
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IWD2 PDF Manual 4/28/03 12:22 PM Page 104