Icewind Dale II | Character | Spells
Spells

There are 305 different spells in Icewind Dale II. Below are the spells for the different spell casting classes. It provides an easy way to discover which spells are available for each of the casting classes. Also available are separate pages, divided by level, describing the spells in detail with screenshots.

Bard Spells

The bard's strength is his pleasant and charming personality. With it and his wits, he makes his way through the world. A bard is a talented musician and a walking storehouse of gossip, tall tales and lore. He learns a little bit about everything that crosses his path. He is a jack-of-all-trades but a master of none. While many bards are scoundrels, their stories and songs are welcome almost everywhere.
Cleric Spells

Clerics rely on their faith and the miraculous powers granted to them by their diety. Clerics have to pray for specific spells in much the same manner that wizards memorize their own enchantments, but priests do not have to collect them and store them in a spellbook. The Cleric also gets two domain spells per level.
Druid Spells

The Druid serves the cause of nature and neutrality; the wilderness is his/her community. He/she uses their powers to protect it and to preserve balance in the world. Druids have to pray for specific spells in much the same manner that wizards memorize their own enchantments, but druids do not have to collect them and store them in a spellbook.
Paladin Spells

A paladin is a warrior bold and pure, the exemplar of everything good and true. Like the fighter, the paladin is a man of combat. However, the paladin lives for the ideals of righteousness, justice, honesty, piety and chivalry. He strives to be a living example of these virtues so that others might learn from him as well as gain by his actions. Wisdom is the casting statistic for a paladin.
Ranger Spells

The ranger is a warrior and a woodsman. He is skilled with weapons and is knowledgeable in the ways of the forest. The ranger often protects and guides lost travelers and honest pleasant folk. A ranger needs to be strong and wise to the ways of nature to live a full light. Wisdom is the casting statistic for a ranger. It affects their maximum spell casting level, spell saving throw DCs and number of bonus spells.
Wizard / Sorcerer Spells

Wizards must commit specific spells to memory before they can be used. Furthermore, they must first find these spells on scrolls before they can be transcribed to their spellbook. The exception is the Sorcerer. The sorcerer does not learn spells via scrolls. The sorcerer chooses new spells with each level up.


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