Icewind Dale II | Character | Spells | Cleric | Helm | Seven Eyes
Seven Eyes

Seven Eyes
School:Abjuration
Range:Caster
Duration:2 turns
Casting Time:7
Area of Effect: Caster
Saving Throw: None



This spell conjures forth seven magical orbs that float in a ring above the caster's head. Each eye has a defensive and offensive ability, though once either one is used the eye will lose its power. Any subsequent castings of Seven Eyes will fail if cast before the expiration time, whether or not any eyes remain. The powers of each eye are described below.

Eye of the Mind - This orb protects the caster against mental attacks, such as charm, emotion, and fear. The eye may be expended as the 1st level wizard spell Charm Person.

Eye of the Sword - This eye deflects the first physical damaging attack that strikes the caster. The eye may be expended as the 1st level wizard spell Magic Missile (5 missiles).

Eye of the Mage - This eye absorbs one manifestation of fire, electrical, cold, or acid damage. The eye can also be expended as the 3rd level wizard spell Lightning Bolt (4d8 damage).

Eye of Venom - This eye halts any one attack or effect that could poison the caster. The eye can also be used to poison one creature, dealing 30 points of damage over a period of 30 seconds. Eye of the Spirit - This eye blocks one instant-death magic attack (Finger of Death, Power Word: Kill, Slay Living, Destruction). The wizard may instead choose to expend the eye's power similar to a Ray of Enfeeblement, dropping a target's strength by -10, reducing its chance to hit, and the damage it deals.

Eye of Fortitude - This eye blocks one stunning, deafness, blindness, or silence effect. It may alternatively be expended as the 4th level wizard spell, Shout.

Eye of Stone - This eye shields the caster from a single petrification attack. It can also be used as the spell, Hold Person.

Any subsequent castings of Seven Eyes will fail if cast before the original spell expires, whether or not any eyes remain.



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