GAMES MICROSOFT XBOX ICEWIND DALE 2 Manual - page 74
Two-Weapon Fighting
You can fight with a weapon in each hand. You can make one extra attack each round with the second
weapon.
Benefit:
Your penalties for fighting with two weapons are reduced by 2.
Special:
The Ambidexterity Feat reduces the attack penalty for the second weapon by 4.
Weapon Finesse
You are especially skilled at using a certain weapon, one that can benefit as much from Dexterity as from
Strength.
Prerequisite:
Proficient with small blade, base attack bonus +1.
Benefit:
With the selected weapon, you may use your Dexterity modifier instead of your Strength
modifier on attack rolls. Since you need your second hand for balance, if you carry a shield, apply
the shield’s armor check penalty to your attack rolls.
Wild Shape, Boring Beetle
Prerequisite:
5 Levels of Druid
Benefit:
This grants the incredible ability of shapeshifting into the form of a Boring Beetle.
Wild Shape, Panther
Prerequisite:
5 Levels of Druid
Benefit:
This grants the incredible ability of shapeshifting into the form of a panther.
Wild Shape, Shambling Mound
Prerequisite:
8 Levels of Druid
Benefit:
This grants the incredible ability of shapeshifting into the form of a Shambling Mound.
MAGIC AND THE SPELL SYSTEM
Each spell description contains the following game information:
School:
In parentheses after the spell name is the name of the school(s) of magic to which the spell
belongs. For wizards, this defines which spells a wizard specialist can learn.
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 suc-
cessful to hit roll). Beneficial spells require no to-hit roll. Note that touch-based spells and effects ignore
armor bonuses to armor class for the purposes of scoring a hit.
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 caster’s 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
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IWD2 PDF Manual 4/28/03 12:22 PM Page 73