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 successful 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

(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." results in the spell having no effect; "1/2" means the character suffers half the normal amount of damage; "None" means no saving throw is allowed.

Spell Description: The text provides a complete description of how the spell functions.

Conjuring: In Icewind Dale II, you'll have the opportunity to summon real or illusionary creatures to fight for your party (Animal Summoning, Monster Summoning, Shadow Monsters, and so on). While these spells are incredibly useful, there is a limit of six on the number of summoned creatures you can have at any one time.

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