GAMES MICROSOFT XBOX ICEWIND DALE 2 Manual - page 77
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This spell creates a silver-hued, partially ethereal lance shaped in the form of an alicorn (a unicorn horn). The
spellcaster chooses a target and the alicorn lance instantaneously fires at it, inflicting 3d6 points of piercing
damage, with a saving throw for half damage. Although the alicorn lance dissipates after it strikes, it leaves a
silvery radiance around the target that makes it easier to see and hit, giving it a -2 armor penalty for 3 rounds.
Animal Rage (Enchantment)
Level: Drd 4, Rgr 5
Range: Touch
Duration: 15 rounds
Casting Time: 8
Area of Effect: 1 creature
Saving Throw: None
This spell imbues the target creature with animal ferocity. The target creature gains +4 Strength, +4
Constitution, +20% movement, and +2 to all saving throws. The target loses the ability to cast spells while
Animal Rage is in effect. He or she can be controlled normally unless enemies are within sight, at which time
the target immediately attacks in melee, using whatever is in hand. There is a 5% chance per round that the
target will go berserk, attacking friend and foe alike.
Animate Dead (Necromancy) [Evil]
Level: Clr 3, Sor/Wiz 5, Tempus 3
Range: Sight of Caster
Duration: Instantaneous
Casting Time: 1 round
Area of Effect: Special Saving Throw: None
This spell brings forth a long-dead skeleton or zombie from deep within the earth and reanimates it to serve the
caster. The higher the level of the caster the more powerful the skeleton or zombie summoned by this spell.
Warning: At higher levels, the zombie lords and festering drowned dead summoned by this spell have power-
ful supernatural auras. The effects of these auras may harm your own party members if they fall within the
area of effect.
Antimagic Field (Abjuration)
Level: Clr 8, Sor/Wiz 6, Selune 6
Range: Caster
Duration: 10 rounds/level
Casting Time: 1
Area of Effect: Caster
Saving Throw: None
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.
Armor of Faith (Abjuration)
Level: Clr 1, Helm 1
Range: Caster
Duration: 3 rounds + 1 round/level
Casting Time: 1
Area of Effect: Caster
Saving Throw: None
The armor of faith is a force of energy that absorbs a portion of the damage intended for the caster. The cast-
er gains a damage reduction of +1/- to all forms of damage for the duration of the spell.
Aura of Vitality (Transmutation)
Level: Drd 7, Lathander 8
Range: Caster
Duration: 1 round/level
Casting Time: 7
Area of Effect: 5-foot radius
Saving Throw: None
Upon casting this spell the caster exudes magical energy that imbues all allies in the area of effect with
healthy vigor, allowing them to perform tremendous physical feats well beyond their normal capabilities. All
allies in the area of effect gain a +4 bonus to Strength, Dexterity and Constitution for the duration of the spell.
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IWD2 PDF Manual 4/28/03 12:22 PM Page 76