Welcome to Icewind Dale II ............2 How To Use This Manual ..............3 How To Install and Start Playing ............3 How To Get Help ................4 Starting Out ................5 Party Choice ................5 Character Generation ..............6 The Interface ................9 Muliplayer ................25 Faerûn and the North ..............29 The Dungeons &...
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Black Isle Studios is pleased to bring to you Icewind Dale™ II, the sequel to the critically acclaimed Icewind Dale™. Using the Dungeons & Dragons® Third Edition rules, Icewind Dale II continues the classic dungeon crawling experience of the first game, with a horde of new monsters to slay, spells to unleash, and areas to explore in the windswept north of the FORGOTTEN REALMS®.
This manual is intended as a reference guide for Icewind Dale II, not something that needs to be read from cover to cover. Refer to it when you need to, or if you are confused about a certain aspect of gameplay. Several tables and an index have been provided at the end of the book to allow you to get the information you need at a glance, and a quick reference card has been included in the game box.
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Interplay Entertainment Corp. Technical Support now offers troubleshooting guides with complete installation and setup instructions as well as information that will help you overcome the most common difficulties. If you have access to the World Wide Web, you can find these at www.interplay.com/support/. Here you will find troubleshooting information on as well as information on regular system maintenance and performance.
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You can play Icewind Dale II either solo (creating your own party) or multiplayer (adventuring with one or more of your friends, with each of you controlling one or more characters). The following directions regard- ing character creation and interface apply equally to both types of games, but the means of starting a single- player game and a multiplayer game differ.
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If you’ve chosen to create some or all of your characters from scratch then you will want to read this section to help you with your decisions. Follow the steps below; at any point in the process you may press “Start Over,”...
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Alignment defines how your character acts, whether in a lawful or chaotic manner, with good or evil inten- tions - depending on your choice of class, you may not be able to choose certain alignments (paladins must be lawful good, for example). Each alignment has a caption describing it in detail. Read over each carefully before choosing.
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If you’re satisfied with the character, click the button marked ‘Finish’ at the bottom of the screen. If not, just click on “Back” and backtrack through your choices and make ones you’re happier with. This button allows you to import characters you have already created into a new multiplayer or single- player game.
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This section describes all the functions of the windows, buttons, and menus in the Icewind Dale II interface. While many of the features are self-evident when you play, you may want to look over this section for some of the finer points of the interface to make exploring Icewind Dale a little easier. The following section describes the actions you can perform with the mouse, with left-clicking or right-clicking.
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• On Quick Weapons, Quick Spells, Quick Items, and Group Formations slots allows for the configura- tion of the slot type. After R-clicking, the current options for that quick slot will appear. You can select one for the slot by L-clicking on it, or R-clicking to go deeper if applicable. •...
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The standard resolution that Icewind Dale II allows you to play in is 800 x 600. If you would rather play at a higher resolution, you can modify it in the Config program. The Config program can be reached via the short- cut in the Start Menu.
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Most actions cannot be performed in areas that you cannot see. Every character can see a certain distance away from them, and anything beyond that is called the “fog of war” (i.e., the area is ‘blacked-out’ or gray- shaded). This means your characters cannot see around a building until they move to the corner, and that they cannot see through walls.
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3 Character Buttons (F6-F8 hotkeys) The three middle buttons, by default, break down according to class. You can customize by R-clicking one of the slots and selecting any Spell, Skill, Item, or Special Ability then L-click to make your choice. Search: Characters will continue to look for traps and secret doors while it is active.
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When more than one character is selected, you get a new set of buttons along the bottom of the screen: Guard/Protect and Attack are analogous to the buttons for a single selected character. Stop: Stops all current party actions. Quick Formation buttons: Formations form in the same order as left to right on the character portraits bar (left character is #1 in for- mation, and down the list).
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The buttons located in the circle towards the lower right side of the screen give you direct access to the vari- ous interface screens in the game. The buttons are as follows: Character Record Spell List Journal Inventory Options Party Formation/Character Arbitration Each of these buttons takes you directly to the interface screen for the character selected.
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You’ll be speaking to a number of people in Icewind Dale II over the course of the game. To initiate dialogue, simply select the person you want to speak to. You cannot speak to anyone with a red circle (the red circle means they’re hostile and don’t want to talk to you).
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ADVENTURER’S TIP: Prices in stores can vary according to the Charisma of the buying or selling character as well as the “Mercantile Background” feat, and it can also vary based on how many items of a particular type the store already carries. (If Deirdre in the Targos Trade Depot already has fifty goblin battle axes, and you bring her another, then chances are, you won’t get top dollar for it.) Drinks and Rumors: Bartenders and innkeepers are good for buying drinks and catching...
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ADVENTURER’S TIP: Your World Map will occasionally be updated through dialogue and events in Icewind Dale II, allowing you to access more areas. The journal is a diary of your adventures. It’ll automatically make notes of important people, plot points, quests and the completion of quests so you can refer to them later.
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The inventory page can be accessed by L-clicking the Inventory button on the bottom right of the screen or by R-clicking a Character Portrait. Items in your inventory may be shown with a red, blue, or yellow tint. (Ed. Note: Most are not shaded at all.) Red items are not usable by the characters holding the item. Blue-tinted items are magical but have not yet been identified.
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to try to “Write Magic” and add the scroll spell to their spell list. Certain magical items may even have special “Abilities” that can be accessed from this page - including the ability to configure the item’s magical powers. Character Color Clicking on the colored boxes will allow you to pick from a palette of colors for your character to use for skin, hair and clothing colors.
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This screen is where you choose what spells you will have memorized and view the spells that you know. (1) Class Spell Type (4) Spell Slots Available (2) Domain Spells (5) Known Spells (3) Spell Level The spells your spell casters know are shown on the right. To memorize a spell, L-click on it. The spell appears on the left in the “memorized”...
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Domain Spells: Your cleric also gains spells based upon their choice of deity. Some of these overlap with the main cleric spells so be certain that you choose your domain spells first. Spell Level: Use these buttons to select the spell level that you wish to memorize spells from. Make certain to check back here after you level up and see if another spell level has become available to your caster.
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Gameplay Tool Tip: Delay adjusts how quickly the Windows Tool-Tip pop-up help appears. The left of the slider is the briefest period of time. ADVENTURER’S TIP: You can always make the tool tip appear instantly by hitting the “Tab” key. Mouse Scroll Speed: Adjusts how quickly the screen scrolls across the game world when the mouse is at the edge of the screen.
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Quick Load: In single-player games only, hitting L allows you to quick-load your last save game file. Support for Increasing the Path-Searching AI: If you are dissatisfied with the path searching in Icewind Dale II, there is a box for path search nodes in the Config utility. To increase or decrease the AI, vary the number of nodes (beyond 32,000).
Arcane Spell Failure: Armor interferes with the gestures that you need to make to cast an arcane spell. Arcane spellcasters face the possibility of arcane spell failure if they’re wearing armor, so wizards and sorcerers usually don’t wear armor. Bards have a hard choice because they’re more likely to get into combat than wizards and they cast fewer spells, so getting some armor makes more sense for them than it does for a wizard.
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Once you have selected the type of multiplayer connection you want, you’ll need to return to the Main Menu. From there, you have the option to create a brand new multiplayer session by clicking on the “New Game” button, or to join a game another player is hosting by clicking on the “Join Game” button. Whether creating the session or joining it, the next screen that appears is the Character Arbitration Screen, below.
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When the player is satisfied with the character he has imported or created, he clicks on the Icewind Dale II icon to the left of the character slot to “lock” the character and prevent changes. If a player wishes to change a character, that character must be “unlocked”...
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and type a comment. To address the comment to a specific person (and only that person) type that player’s name followed by a colon (“:”) then the comment - only that player will see your comment. When another player initiates dialogue with an NPC in a multiplayer game, the window will resize to fit the text that comes up.
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ˆ Icewind Dale II takes place within the D&D FORGOTTEN REALMS campaign world. More specifically, it takes pace in the northern wastes of Faerûn (Fay-ROON), a continent of the larger world of Abeir-Toril (Ah-BEER Tor-RILL), more commonly called Toril. The name is archaic, meaning “cradle of life,” and is rarely used in everyday speech.
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No sooner were the Ten-Towns saved from an ancient evil than a new threat emerged from the North, bring- ing with it a barbarian army that threatened to overwhelm the Dales. The brave party of companions, fresh from their victory in the Spine of the World, traveled to the small logging community of Lonelywood, directly in the path of the barbarian army.
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(1) Pier of the Wicked Wench (5) The Salty Dog Tavern (2) Targos Warehouse (6) Hedron’s Mother, (3) Gallaway Warehouse Firtha Kerdos’ Home (4) Shipbuilder’s House (7) Passage up to Targos Town Originally, the town’s first buildings sprang up along the rocky beach at the base of the cliffs. These small huts of stone and thatch served as the humble dwellings of the sturdy folk that came to settle this popular fishing hole.
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ship with several dock hands to help unload the ship. The cargo consists of lumber used in the construction of the Palisade, foodstuffs for the troops and mercenary companies already in town, and your party, for which Hedron claims Dinnsmore will pay him a commission for ferrying to Targos. Most of the supplies unloaded by the ships are stored in the Targos Warehouse (2) and the Gallaway Warehouse (3) along the northern cliffs.
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(1) Weeping Widow Inn (5) Strange Ship (2) Carpenter’s House (6) Teamster’s House (3) Temple Pavilion (7) Town Hall (4) Wind Gate (8) Gallaway Trade Depot The Palisade is said to lie beyond the Wind Gate (4), the northern gate that leads outside of town. The gates have been sealed and guarded since the goblin attack, and no one may pass until they have obtained permission from Lord Ulbrec...
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The last notable structure in the main town is the Gallaway Trade Depot (8) where the flame-haired Deirdre Gallaway has set up a trading post in the region. If you’re in need of weapons or armor, Hedron says, that’s the place you want to go - Deirdre is likely to be doing a brisk trade with the Targos Guard and the mercenaries in town.
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selfless, altruistic natures. You may notice that any quests that paladins undertake in Targos glean you little in the way of gold (though you’ll still get experience points for completing the quests). If you’re a money- hound, make sure you have someone else in your party broach accepting missions and quests - and be the one to speak to the quest-giver once the mission is completed.
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Note that a cleric, druid, paladin, or other character with healing magic can heal Reig outside of dia- logue, then speak to him again for an additional experience point award. Even if he is healed in this manner, however, Reig still stubbornly asks the player to retrieve the healing potion from Magdar. Purpose: Your purpose at the docks is to defeat the goblin forces that have attacked the docks.
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Crandall: This nervous soldier is waiting for reinforcements on one of the southern piers. He can provide some information about the location of various goblins throughout the town and give you some advice on scouting out your opponents. Brogan: This wary soldier is holed up outside the Targos Warehouse (location 3 on the Docks map). He has trapped a number of goblins inside the shabby warehouse along the docks, and he is waiting for rein- forcements from the Iron Collar Mercenary band, who were last seen in the Salty Dog Tavern.
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About the Dungeons & Dragons® Game The Dungeons & Dragons game is a role playing system that allows players to explore worlds of fantasy and high adventure - one of the D&D worlds is the Forgotten Realms, the world in which Icewind Dale II takes place.
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ADVENTURER’S TIP: If you manage to kill a character critical to the game’s plot before the character has served his purpose, you may cause a “Game Over” screen to appear a lot sooner than you think. So if you feel like attacking everyone in Targos for fun, just be sure to save your game first.
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Generic Bonuses: These are the remaining armor bonuses you can get from any other source - some spells provide generic armor bonuses, and some Feats can also give character a generic armor bonus. Unlike the four other categories above, generic bonuses do stack with one another. So a character with a Dexterity Ability Modifier of +2 and Leather Armor, which has an armor bonus of +2, would have an Armor Class of 14 (10 + 2 + 2).
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Exotic Weapon Proficiency Bastard Sword: A bastard sword is too large to use in one hand without special training; thus it is an exot- ic weapon. Bastard swords are also known as hand-and-a-half swords. Attacking with Two Weapons If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon. Fighting in this way is very hard, however, and you suffer a -6 penalty with your regular attack or attacks with your primary hand and a -10 penalty to the attack with your off hand.
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Dexterity Modifiers for Missile Weapons: Dexterity affects the character’s ability to attack with a mis- sile weapon. Like Strength modifiers, a higher Dexterity score will increase the chances to hit, lower Dexterity will lessen the chances. Unlike Strength, Dexterity does not affect the amount of damage inflicted by a missile weapon.
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attacks that affect the body or mind of the character. The ability to make successful saving throws improves as the character increases in level. If a saving throw is made, this may reduce damage or prevent the effects of a spell or attack entirely.
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Raising the Dead Curative and healing spells have no effect on a dead character - he can only be returned to life with a Raise Dead or Resurrection spell or item. ADVENTURER’S TIP: Characters slain by a Disintegrate, Death Spell or Finger of Death spell cannot be brought back to life by any means, so don’t go around casting these spells at other party members.
character earns enough experience points to advance to the next experience level, the character has become tougher and more powerful. Experience points are earned through the activities of the characters, which generally relate to their adventur- ing goals. All characters on an adventure receive experience points for overcoming their enemies or obsta- cles, and the amount is divided equally between the characters in your party.
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ADVENTURER’S TIP: While it may be tempting to drop your Intelligence and Wisdom to 3 during character creation, remember that a low Intelligence can limit the num- ber of skill points you will get each and every level, and a low Wisdom can make you susceptible to mind-influencing spells.
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Race defines the character’s species: human, elf, dwarf, gnome, half-elf, halfling, or half-orc. A characters’ race or sub-race can limit their choice of classes. Humans comprise humans, and two sub-races, aasimar and tiefling. Human: Humans are the predominant race in Faerûn, and they rule most of the significant empires and kingdoms in the Forgotten Realms.
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Advantages: +2 to Constitution, +2 to Search, +2 to Fortitude saves against poison, +2 to saves against spells , +1 to Hit Drow, Mind Flayers, and Driders, +4 to AC vs. giants, and darkvision. Disadvantages: -2 to Dexterity Favored Class: Fighter Gray Dwarf: Also known as duergar, the gray dwarves of the Forgotten Realms live even deeper under- ground than their shield dwarf and gold dwarf cousins.
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Gnomes comprise gnomes (rock gnomes), and one sub-race, deep gnomes (svirfneblin). Gnomes: Kin to dwarves, gnomes are noticeably smaller than their distant cousins. (Gnomes, as they proud- ly maintain, are also less rotund than dwarves.) Most have dark tan or brown skin, white hair, and rather large noses.
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Advantages: A +2 to Dexterity, +1 with Thrown Weapons, +2 to Move Silently, and +2 on saving throws vs. Fear, and Set Natural Snares 3/Day. Disadvantages: -2 to Strength. Favored Class: Barbarian Half-elves are a mix of human and elven blood. They are handsome folk, combining the best of both races. A half-elf has the curiosity, inventiveness, and ambition of their human ancestors, and the refined senses, love of nature, and artistic tastes of their elven heritage.
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Wizard: A potent spellcaster schooled in the arcane arts. You will sometimes see the names of the classes represented with the following abbreviations: Bbn, barbar- ian; Brd, bard; Clr, cleric; Drd, druid; Ftr, fighter; Mnk, monk; Pal, paladin; Rgr, ranger; Rog, rogue; Sor, sor- cerer;...
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Fighter The fighter is a champion, swordsman, and soldier. He lives or dies by his knowledge of weapons and tactics. Fighters can be found at the front of any battle, contesting toe-to-toe with monsters and villains. A good fight- er needs to be strong and healthy if he hopes to survive. Class Features: Weapon specialization and a bonus feat at the first level and every two levels after that.
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Class Features: Lay on hands, turn undead at 3rd level, at 4th level paladins gain the ability to cast spells, adds Charisma modifier to AC, Immunity to all diseases, Smite Evil, and the ability to project an Aura of Courage (immunity to fear for himself and those close to him). Restrictions: Paladins must be of lawful good alignment.
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ing spells in their opposition schools (with the exception of Divination spells less than 4th level, which can be used by any specialist wizard). Abjurer: Abjurers specialize in protective magic. They cannot learn spells from the Illusion or Transmutation school. Conjurer: Conjurers specialize in creating creatures and objects to assist them.
combined attack bonus of +10 (+7 for the monk class, +3 for the wizard class). Normally, this would give her an additional attack at +5 (+10/+5 on Table 3: Base Save and Base Attack Bonuses), but she can instead take the two additional unarmed attacks listed for a 10th-level monk, +4 and +1 (+7/+4/+1 on Table 4: Monk Unarmed Bonuses).
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Developing and maintaining skills and abilities in more than one class is demanding. Depending on your character’s class levels and race, he or she might or might not suffer an XP penalty. Even Levels: If your multiclass character’s classes are nearly the same level (all within one level of each other), then he can balance the needs of his classes and suffer no penalty.
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Bardic Knowledge A bard picks up a lot of stray knowledge while wandering the land and learning stories from other bards. A bard may make a special bardic knowledge check with a bonus equal to his level + his Intelligence modifier to see whether he knows some relevant information about magical items.
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Wild Shape This power is available at 5th level, and the druid can shape change more often as she goes up in levels, to 15th level. In addition, druids will heal some of their wounds when they shift to their animal form. Venom Immunity At 9th level, druids become immune to poison, both mundane and magical.
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Quivering Palm Starting at 15th level, a monk can use the quivering palm. This terrifying attack allows the monk to set up vibrations within the body of another creature that can be fatal. The monk can use the quivering palm attack once per day. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be affected.
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Favored Enemy Rangers have a “favored enemy,” a type of humanoid or creature they have dedicated their lives to hunting. When attacking this creature they get a special bonus to damage. Rangers can pick from the following crea- tures: Bugbears, Driders, Giants, Goblins, Harpies, Hook Horrors, Lizardmen, Ogres, Orcs, Salamanders, Shapeshifters, Trolls, Umber Hulks, Undead, Wyverns and Yuan-Ti.
Identify Items Whenever you R-click on an item, your characters will have a chance to identify any item that is currently not identified. There are a number of character skills and abilities that help to identify items. These include Alchemy for the identification of potions, Knowledge (Arcana) for the identification of everything magical, and the encyclopedic minds of Bards that store away almost every piece of information they ever hear.
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Lawful Evil: These characters believe structure and organization elevate those who deserve to rule. They pre- fer a clearly defined hierarchy between master and servant. If someone suffers because of a law that benefits lawful evil characters, too bad. Lawful evil characters obey laws out of fear of punishment or pride of power. Neutral Evil: Neutral evil characters are primarily concerned with themselves and their own advancement.
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The use of a skill is a success if: 1d20 + skill modifier (Skill modifier = skill rank + ability modifier + miscellaneous modifiers) This d20 roll (the roll of a twenty sided die) is made just like an attack roll or a saving throw. The higher the roll, the better.
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each skill point. If you buy other classes’ skills (cross-class skills), you get a half rank per skill point. The class and cross-class skills available to each character class are listed in the table after this section. Your maximum rank in a class skill is your level plus 3. Your maximum rank in a cross-class skill is half of this number (do not round up or down).
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Knowledge (Arcana) (Int; Trained Only) Knowledge (Arcana) represents the study of arcane knowledge, such as ancient mysteries, magic traditions, arcane symbols and cryptic phrases. Knowledge (Arcana) also gives the skilled the ability to identify many types of magical artifacts such as wands, scrolls, rods, and other arcane magic items. Move Silently (Dex;...
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Some feats have prerequisites. You must have the listed ability score, feat, skill, base attack bonus, or any number of other requirements in order to select or use that feat. A character can gain a feat at the same level at which he gains the prerequisite.
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For medium proficiency, fighters, barbarians, paladins, rangers, clerics, druids, and bards have this feat for free. For heavy proficiency, fighters, paladins, and clerics have this feat for free. Armored Arcana You can cast spells with less chance of failure. Prerequisite: The ability to cast arcane spells. Benefit: Taking this feat reduces the chances of casting failure by 5% that can be applied to a char- acter wearing armor.
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Dash Your character moves a little faster than his or her comrades. Benefit: Your character moves about 15% faster than normal. Deflect Arrows You can deflect incoming arrows, as well as crossbow bolts, spears, and other shot or thrown weapons. Prerequisite: Dex 13+ Benefit: +1 Armor Class miscellaneous bonus against missile weapons.
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Extra Wild Shape You can shapeshift more often. Prerequisite: 3 levels of druid Benefit: Allows a druid with wild shape to gain an additional use per day. Extra Smiting You may use your Smite Evil ability more often than normal. Prerequisite: 2 levels of paladin Benefit: Allows a paladin to gain an additional Smite Evil use per day.
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Improved Evasion As a rogue, you have become even more adept at escaping the effects of damaging spells. Prerequisite: 10 levels of rogue Benefit: This ability works like evasion, except that while the rogue still takes no damage on a suc- cessful Reflex save against spells such as fireball or a breath weapon, he now takes only half damage on a failed save (the rogue’s reflexes allow him to get out of harm’s way with incredible speed).
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Power Attack You can make exceptionally powerful melee attacks. Prerequisite: Str 13+ Benefit: On your action, before making attack rolls for a round, you may choose to subtract a num- ber from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus.
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Snake Blood The taint of the yuan-ti runs in your veins. No outward signs give away our heritage, but you are something more - or less - than entirely human. Prerequisite: Human Benefit: You get a +2 bonus on Fortitude saving throws against poison and a +1 bonus on all Reflex saving throws.
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.
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(such as bless) affect the friends or enemies of the caster. In all cases, this refers to the perception of the caster at the time the spell is cast. Saving Throw: This lists whether the spell allows the target a saving throw and the effect of a successful save: “Neg.”...
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Acid Fog (Conjuration) Level: Sor/Wiz 6 Range: Sight of Caster Duration: 10 rounds Casting Time: 6 Area of Effect: 15-foot radius Saving Throw: none This spell brings forth a billowing cloud of acidic fog. The thick fog limits movement to 50% of a creature’s cur- rent movement rate.
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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.
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Ball Lightning (Evocation) Level: Sor/Wiz 5, Talos 5 Range: Caster Duration: 1 round/level Casting Time: 5 Area of Effect: Caster Saving Throw: None Through this spell, the caster creates tiny balls of electricity that can be hurled in combat. The caster can hurl 5 per round - upon a successful ranged touch attack (e.g.
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berserk state are negated. This spell does not work against creatures that do not have blood, such as the undead, elementals, and plants. If the creature is resistant to fire, this resistance will lower or nullify the dam- age from this spell. Black Blade of Disaster (Conjuration) Level: Sor/Wiz 9, Mask 9 Range: Caster...
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Through this spell, the caster is able to enter a state where she is constantly phasing between the material and ethereal planes. While in this state attacks against the caster are 50% likely to outright fail, but the caster’s attacks also suffer and are 20% likely to fail. In addition, spellcasting is 20% likely to fail when under the effects of this spell.
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sight. Anyone protected from evil will not be targeted by the demon. This is a dangerous spell to invoke, saved best for desperate times. Call Lightning (Transmutation) Level: Drd 3, Rgr 4 Range: Sight of Caster Duration: 10 rounds / level Casting Time: 1 round Area of Effect: Sight of Caster Saving Throw: Reflex half...
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Chant (Conjuration) Level: Clr 2, Tempus 2 Range: Caster Duration: 10 rounds Casting Time: 1 round Area of Effect: 30-foot radius Saving Throw: None By means of the Chant spell, the cleric brings special favor upon himself and his party, and causes harm to his enemies.
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Charm Person or Animal (Enchantment) Level: Drd 2 Range: Sight of Caster Duration: 4 rounds +1/level Casting Time: 5 Area of Effect: 1 Humanoid or Animal Saving Throw: Will negates Medium-sized or smaller This spell affects any single person or animal it is cast upon. The term “person” includes any bipedal human, demihuman, or humanoid of man-size or smaller, such as dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, lizard men, orcs, troglodytes, and others.
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This spell conjures forth a barrier of floating bones that spin rapidly around the caster. Anyone entering their path takes 1d6 bludgeoning damage and 1d6 slashing damage per round. The caster cannot move for the duration of the spell. Cloak of Fear (Conjuration) Level: Clr 4, Bane 4 Range: Caster Duration: 3 rounds...
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This spell releases a cone-shaped blast of extreme cold from the caster, doing 1d6 hit points of cold damage per level of the caster (15d6 maximum). Confusion (Enchantment) Level: Brd 3, Sor/Wiz 4 Range: Sight of Caster Duration: 1 round/level Casting Time: 4 Area of Effect: 30-foot radius Saving Throw: Will negates...
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Lesser Planer Binding: Air Elemental (Conjuration) Level: Sor/Wiz 5 Range: Sight of Caster Duration: 3 rounds +1 round/level Casting Time: 1 round Area of Effect: Special Saving Throw: None This spell summons an 8 hit dice air elemental to serve the caster for the duration of the spell. The elemental is initially hostile to the caster.
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This spell causes a major disease and weakness in a creature. The afflicted individual is immediately stricken with painful and distracting symptoms: boils, blotches, lesions, seeping abscesses, and so on. Strength, Dexterity, and Charisma are reduced by 2. The afflicted creature is also slowed. These effects persist until the character receives a cure disease spell.
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Cure Serious Wounds (Conjuration) Level: Brd 3, Clr 3, Drd 4, Pal 4, Rgr 4, Ilmater 3 Range: Touch Duration: Instantaneous Casting Time: 7 Area of Effect: 1 creature Saving Throw: None When casting this spell and laying his hand upon a creature, the cleric heals 3d8 + 1 point/level of damage (maximum 3d8 + 15) to the creature’s body.
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immune to normal weapons. The staff also drains an additional 1d2 hit points per strike that is transferred over to the wielder’s own hit points. These extra hit points can take the wielder over his maximum hit points but any hit points gained in such a manner are temporary and will dissipate in a turn. Defensive Harmony (Enchantment) [Lawful] Level: Clr 4, Pal 4, Helm 4 Range: Caster...
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mer allies. The spell is limited in the same manner as Charm Person Spell. The spell can affect any humanoid medium-sized or smaller. Thus, a 10th-level fighter could be charmed, but an ogre could not. A successful Will save will negate any effect. Disintegrate (Transmutation) Level: Sor/Wiz 6 Range: Sight of Caster...
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Dominate Person (Enchantment) Level: Brd 4, Sor/Wiz 5, Bane 5 Range: Sight of Caster Duration: 1 minute / level Casting Time: 5 Area of Effect: 1 creature Saving Throw: Will negates The domination spell enables the caster to control the actions of any creature while the spell is in effect. This control is maintained through a telepathic link between the caster and the victim.
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always summons 16 hit dice elementals. The elementals are initially hostile to the caster. Any creature not under the effects of Protection from Evil will be subject to the elementals’ attacks. Emotion: Fear (Enchantment) Level: Brd 3, Sor/Wiz 4 Range: Sight of Caster Duration: 5 rounds Casting Time: 4 Area of Effect: Living creatures in 15’...
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fused, and hopeless states of mind. In addition, the recipient is protected against spells and other attacks that cause these effects for the duration of the spell. Executioner’s Eyes (Divination) Level: Sor/Wiz 9, Oghma 9, Mask 9 Range: Caster Duration: 10 rounds Casting Time: 1 Area of Effect: 15-foot radius Saving Throw: None...
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Fire Seeds (Conjuration) Level: Drd 6 Range: Caster Duration: 10 rounds Casting Time: 1 round Area of Effect: Special Saving Throw: Reflex half This spell creates a grenade-like missiles in the caster’s inventory for every five levels (2 at 10th level, 3 at 15th level, etc...).
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Flame Blade (Evocation) Level: Drd 2 Range: Caster Duration: 10 rounds + 1 round/level Casting Time: 4 Area of Effect: Caster Saving Throw: None With this spell, the caster causes a blazing ray of red-hot fire to spring forth from his hand. This blade-like ray is wielded as if it were a scimitar.
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Gate (Conjuration) Level: Clr 9, Sor/Wiz 9, Bane 7 Range: Sight of Caster Duration: 33 rounds Casting Time: 9 Area of Effect: Special Saving Throw: None By means of this spell, the caster calls an outer planar creature to attack his foes and himself if he’s not care- ful.
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Globe of Invulnerability (Abjuration) Level: Sor/Wiz 6, Helm 6 Range: Caster Duration: 1 round/level Casting Time: 1 round Area of Effect: Caster Saving Throw: None This spell is similar to the 4th level wizard spell, Minor Globe of Invulnerability, except that it protects the caster from 4th level spells as well.
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Similar to the first level spell ‘Command’, this spell enables the cleric to command all enemy creatures within the area of effect to “die” (sleep). They are allowed a Will save to negate the effects. Sleeping creatures that take damage will be awakened from their catatonic state and return to normal. Greater Restoration (Necromancy) Level: Clr 7, Lathander 7 Range: Touch...
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Healing Circle (Conjuration) Level: Brd 5, Clr 5, Drd 6 Range: Caster Duration: Instantaneous Casting Time: 5 Area of Effect: 30-foot radius Saving Throw: None This spell heals all friendly creatures within the area of effect by 1d8 hit points plus 1 hit point/level (maxi- mum of 1d8 + 20).
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Holy Smite (Necromancy) [Good] Level: Ilmater 4, Lathander 4 Range: Sight of Caster Duration: Instantaneous Casting Time: 3 Area of Effect: 20-foot radius Saving Throw: Reflex half This spell calls upon energy from the Plane of Brilliance and opens a channel between it and the targets. Any evil creatures within the area of effect take 1d8 damage for every 2 levels of the caster with a Reflex save for half (maximum 5d8 damage).
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Ice Dagger (Evocation) Level: Sor/Wiz 1 Range: Sight of Caster Duration: Instantaneous Casting Time: 1 Area of Effect: 1 creature Saving Throw: None Upon completion of this spell the caster hurls a magical shard of ice imbued with deep freezing cold, dealing 1d4 cold damage to the target creature per level of the caster (max of 5d4) and 1 cold damage to every crea- ture in a 5-foot radius.
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Inflict Critical Wounds (Necromancy) Level: Clr 4 Range: Touch Duration: Special Casting Time: 8 Area of Effect: 1 creature Saving Throw: Will half This spell imbues the caster’s hands with destructive negative energy that will release when a successful touch attack is made.
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Invisibility Purge (Divination) Level: Clr 3 Range: Personal Duration: Instantaneous Casting Time: 8 Area of Effect: 20 foot radius Saving Throw: None Any invisible creatures within the area of effect have their invisibility dispelled. This includes creatures that are in Sanctuary, Improved Invisibility, Shadow Door invisibility, misled, etc. Invisibility Sphere (Illusion) Level: Brd 3, Sor/Wiz 3, Mask 3 Range: Caster...
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Lance of Disruption (Evocation) Level: Sor/Wiz 3 Range: 60 feet Duration: Instantaneous Casting Time: 3 Area of Effect: Special Saving Throw: Reflex half This spell creates a lance of force, extending from the caster to a specified point 60 feet in the distance. Any creatures in the lance’s path take 5d4 points of bludgeoning damage, +2 points of damage per level of the caster (maximum of +30).
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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.
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Malavon’s Rage was created by the dark elf sorcerer Malavon. It shoots darts of pure energy out from the caster’s body in all directions, harming friend and foe alike. The small wedges of magic do 20-80 points of piercing damage to everything caught in their path. This spell is especially useful when a mage is surrounded by enemies.
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the acid lasts another 1 round, inflicting another 2-8 points of damage. So at 3rd-5th level, the acid lasts 2 rounds, at 6th-8th level, the acid lasts for 3 rounds, etc. Melf’s Minute Meteors (Evocation) Level: Sor/Wiz 3 Range: Caster Duration: 8 hours Casting Time: 3 Area of Effect: Caster...
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Upon casting this spell, the caster creates 1 image of himself that will travel along beside him. The image will perform all of the actions that the caster does so that if any enemies are trying to attack the caster they will not know which one is real.
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Moon Motes (Invocation) Level: Selune 2 Range: Caster Duration: Instantaneous Casting Time: 3 Area of Effect: 5’ x 20’ x 20’ cone Saving Throw: Reflex Half This spell calls upon Selune’s connection with moonlight and magic to invoke a spray of glowing spheres. The spell causes 4-16 points of magical energy damage to every creature caught in its path.
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employed by wights, spectres, and vampires. The target creature is immune to energy drain for the duration of the spell. Neutralize Poison (Conjuration) Level: Brd 4, Clr 4, Drd 3, Pal 4, Rgr 3 Range: Touch Duration: Instantaneous Casting Time: 1 Area of Effect: 1 creature Saving Throw: None When this spell is placed upon a poisoned individual, it immediately neutralizes any poison.
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This spell grants the caster the ability to touch a creature and instantly poison them. The poison deals 20 points of damage over 20 seconds, then dissipates from the target’s body. Poison can only be cast by evil characters. A successful Fortitude save negates any effect. Power Word Blind (Conjuration) Level: Brd 8, Sor/Wiz 8, Tempus 7, Bane 8 Range: Sight of Caster...
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Prayer (Conjuration) Level: Clr 3, Pal 3, Tempus 3 Range: Caster Duration: 1 round/level Casting Time: 6 Area of Effect: 60-foot radius Saving Throw: None Prayer bestows favor on the caster and his allies, and curses their enemies. All attacks, damage, and saving throws by friendly characters gain +1, while enemy attacks, damage rolls and saves are all penalized by 1.
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This spell forms a magic barrier around the target creature, granting a bonus of +2 deflection bonus to AC and saving throws. The target creature also becomes immune to control spells or effects. Protection From Fire (Abjuration) Level: Clr 3, Drd 3, Rgr 2, Sor/Wiz 3, Selune 3 Range: Touch Duration: 3 rounds/level Casting Time: 6...
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Recitation (Abjuration, Invocation/Evocation) Level: Clr 4, Pal 4, Tempus 4 Range: Caster Duration: 1 round/level Casting Time: 7 Area of Effect: 60-foot radius Saving Throw: None By reciting a sacred passage or declaration, the caster invokes his deity’s blessing upon himself and his allies, while sowing confusion and weakness among his enemies.
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Resurrection (Necromancy) Level: Clr 7, Lathander 8 Range: Touch Duration: Instantaneous Casting Time: 10 rounds Area of Effect: 1 creature Saving Throw: None Restoring life to the dead is one of the cleric’s most powerful spells. Resurrection can restore a character to life with full hit points;...
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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 (Death Spell, Finger of Death, Power Word Kill, Slay Living, Destruction).
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This spell grants the target a 3/- damage resistance bonus to bludgeoning, slashing, piercing, fire, cold, acid, and electricity damage for the duration of the spell. Shillelagh (Transmutation) Level: Drd 1 Range: Caster Duration: 10 rounds / level Casting Time: 2 Area of Effect: Caster Saving Throw: None This spell creates a magical cudgel that is +1 attack bonus and inflicts 1d10+1 bludgeoning damage per strike.
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Upon casting this spell, a skull is thrown by the caster at the target area. The skull floats in the area until a creature comes within 5 feet of it. When this happens the skull is triggered and explodes, damaging everyone within a 10-foot radius.
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Snilloc’s Snowball Swarm (Evocation) Level: Sor/Wiz 2 Range: Sight of caster Duration: Instantaneous Casting Time:2 Area of Effect: 10-foot radius burst Saving Throw: Reflex half This spell causes a flurry of snowballs to erupt from a point within range. The swarm of snowballs deals 2d6 points of cold damage.
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Spike Growth (Transmutation) Level: Drd 3 Range: Sight of Caster Duration: 10 rounds Casting Time: 6 Area of Effect: 20-foot radius Saving Throw: Reflex partial This spell transforms the surrounding terrain into spiky plants. Any creature entering the area takes 1d4 points of piercing damage and must make a Reflex save or suffer injuries to the feet that slow the character’s speed by one-third.
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Star Metal Cudgel (Conjuration) Level: Rgr 4, Drd 3 Range: Caster Duration: 30 rounds Casting Time: 7 Area of Effect: Caster Saving Throw: None This spell creates a meteoric iron magical club that is +2 attack bonus and damage, and treated as a +4 weapon for purposes of what it can hit.
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Strength of One (Transmutation) Level: Clr 3, Pal 3 Range: Caster Duration: 7 rounds Casting Time: 3 Area of Effect: 25-foot radius Saving Throw: None When this spell is cast all allies in the area of effect are granted a +3 Strength bonus for the duration of the spell. Suffocate (Transmutation) Level: Sor/Wiz 7, Bane 7 Range: Sight of Caster...
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Summon Monster I (Conjuration) Level: Brd 1, Clr 1, Sor/Wiz 1 Range: Sight of Caster Duration: 3 rounds + 1/level Casting Time: 6 Area of Effect: Special Saving Throw: None This spell summons a monster who will aid the caster for the duration of the spell. The type of creature that comes is random.
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Summon Monster VI (Conjuration) Level: Brd 6, Clr 6, Sor/Wiz 6 Range: Sight of Caster Duration: 3 rounds + 1/level Casting Time: 8 Area of Effect: Special Saving Throw: None This spell summons a monster who will aid the caster for the duration of the spell. The type of creature that comes is random.
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Summon Nature’s Ally IV (Conjuration) Level: Drd 4, Rgr 4 Duration: 1 round/level Area of Effect: Special Range: Sight of Caster Casting Time: 6 Saving Throw: None This spell summons a creature of nature who will aid the caster for the duration of the spell. The type of creature that comes is random.
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Sunbeam (Evocation) Level: Drd 7, Lathander 7 Range: Sight of Caster Duration: 4 rounds Casting Time: 4 Area of Effect: 15-foot radius Saving Throw: Reflex negates and half This spell allows the caster to evoke dazzling beams of intensely hot light. All creatures in the beam are blind- ed and take 3d6 points of damage.
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Symbol of Hopelessness (All) Level: Clr 8, Sor/Wiz 8, Oghma 7 Range: Sight of Caster Duration: 10 rounds Casting Time: 3 Area of Effect: 30-foot radius Saving Throw: Will negates This spell conjures forth a glyph imbued with magical power that channels its effects through any enemy creatures capable of seeing it.
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Upon completion of this spell, a large hemispherical shell resembling that of a tortoise encases the target creature, shielding it from the outside world. The creature encased can take no action but in turn is impervi- ous to all effects. The tortoise shell has 100 hit points. Tremor (Transmutation) Level: Clr 8, Drd 9, Talos 7 Range: Caster...
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This spell summons vipers which leap forth from the caster’s mouth to attack her enemies. Starting on the round the spell is completed, the caster spits forth one viper each round for the duration of the spell. Spat vipers land at the caster’s feet and stay for 3 rounds. Until the caster has brought forth all the snakes sum- moned by this spell, she cannot cast spells.
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anchor, and can easily be passed through. Evil creatures passing through the wall take 2d10 magic damage. Undead creatures passing through the wall take 5d10 magic damage. A creature that has passed through the wall can only take damage from it once. Only one Wall of Moonlight may be in effect at any time. Web (Conjuration) Level: Sor/Wiz 2 Range: Sight of Caster...
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The Inventory Page and how to equip items are discussed in the interface section on Inventory in the Game Guide. (See Table 8 on page 147 for listings of Armor Class bonuses.) Full Plate Armor: The best (and heaviest) armor a warrior can buy, both in appearance and protection. The perfectly fitted interlocking plates are specially angled to deflect arrows and blows, and the entire suit is carefully adorned with rich engraving and embossed detail.
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Gauntlets: Gauntlets are armored gloves. They can be made of leather, metal plates, or chainmail. Every suit of armor is assumed to include gauntlets of an appropriate type. Magical gauntlets tend to be finer, lighter, and more easily worn than normal varieties. Girdles: Girdles are similar to belts.
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Longbow: This type of bow is about as long as the archer is tall, usually 6 or more feet. It has better range than the shortbow. Composite longbows are bows made from more than one type of material. This gives greater flexibility and better range.
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Your party will come across a wealth of gold during their adventures, but there will be other treasures that your characters will not want to sell or give away, most notably magic items. Magical items are powerful aids. With them, characters can gain bonuses in combat, cast spells with a mere word, withstand the fiercest fire, and perform feats impossible by any other means.
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The following chart applies to all of the six abilities of a character. The most important column is the Bonus Modifier column with determines the modifier for an ability. For instance, if a character has a Strength of 21, his Strength Ability Modifier would be +5. Bonus Spells (by Spell Level) Bonus Score...
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Level Note: Specialist wizards get one extra spell per level but are prohibited from learning spells of their opposition schools (see spell descriptions and Table 4 for opposing schools).
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Level Note: This chart is the number of spells a sorcerer knows. It is different than the number of spells the sorcerer can cast per day (Table 5e).
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Level Note: This chart is the number of spells a sorcerer can cast per day. It is different than the number of spells the sorcerer knows (Table 5d).
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Level Note: Clerics with high Wisdom receive bonus spells per level (see Table 1, Wisdom). All spells require the casting ability score be equal to 10 plus the spell level.
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The following weapons require simple weapon feat proficiencies to wield properly. Weapon Cost Damage Critical Weight Proficiency Feat Bolts, crossbow (10) 1 lb. Bullets, sling (10) 5 lb. Club 3 lb. Mace Crossbow, heavy 50 gp 1d10 19-20/x2 9 lb. Crossbow Crossbow, light 35 gp...
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The following weapons require martial weapon feat proficiencies to wield properly, except for the bastard sword which requires an exotic weapon feat. Weapon Cost Damage Critical Weight Proficiency Feat Arrows (20) 1 gp 3 lb. Axe, throwing 8 gp 4 lb. Missile Battleaxe 10 gp...
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Armor Arcane Cost Armor Check Spell Weight Armor (gp’s) Bonus Bonus Penalty Failure (lb’s) Light Armor Leather Studded Leather Medium Armor Hide Scale mail Chainmail Heavy Armor Splint mail Half-plate Full plate 1,500 Shield Small Shield Large Shield Tower Shield Circumstances Primary Hand Off Hand...
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Additional Programming by The Icewind Dale II team would Jake Devore like to express its thanks to the Jim Gardner D&D team and everyone at Wizards of the Coast, R.A. PRODUCTION DESIGN Salvatore, Ryan and everyone at President Lead Designer Snowblind Studios (thanks to Feargus Urquhart Josh Sawyer...
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AUDIO VO Recorded at SMS Studios Sound & Music Supervision VO Recording Engineer Adam Levenson Ernie Sheesley (SMS) Sound Design & Editing VO Recording Assistant Frank Szick Lisa Carlon (SMS) Adam Levenson Eric Lewis (SMS) JP Walton Audio Operations Manager Mastering Gloria Soto Frank Szick...
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Special Abilities Journal Paladin 52, 53, 59 Specialist Wizards Paralysis Spell Disruption Party Choice Screen Spell Resistance Knowledge (arcana) Party Formation Spells 7, 21, 22, 75 Path Searching Spell List Screen Pausing Spontaneous Casting Lawful Evil Phased Starting Gold Lawful Good Pick Pocket Strength Lawful Neutral...
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Interplay Entertainment Corp. Technical Support HOW TO REACH US ONLINE: 16815 Von Karman Ave., Irvine, CA 92606 INTERNET E-MAIL: orderdesk@interplay.com 949-553-6678 (phone) WORLD WIDE WEB: www.interplay.com 949-252-2820 (fax) FTP: ftp.interplay.com INTERPLAY LIMITED 90-DAY WARRANTY Interplay warrants to the original purchaser of this Interplay Entertainment Corp. product that the game disc will be free from defects in material and workmanship for 90 days from the date of purchase.
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