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Icewind Dale Game Guide
Knock (Alteration)
This is an excellent special-use spell for opening any doors or chests that you can't pick or bash open. Don't waste space by keeping it memorized unless you have trouble opening things, as a party with a strong fighter should only need this once or twice per chapter, if that.

Know Alignment (Divination)
As with detect evil, this is a largely useless spell. You simply don't need to know people's alignment.

Luck (Enchantment/Charm)
If this spell only lasted longer, I'd recommend it for everyone. It bestows +1 bonuses to all important rolls, but only lasts for three rounds (21 seconds).

Melf's Acid Arrow (Conjuration)
This spell is powerful even at low levels and becomes a true thorn in an enemy's side later on. Hit any enemy spellcasters with this spell, and the continuing acid damage will help ruin any spells they try to cast. With a little luck, it'll even kill them.

Mirror Image (Illusion/Phantasm)
This spell is a requisite for any mage. After casting this, even mages in melee combat will have time to successfully cast spells. If you have the luxury of keeping your mage in back and casting both mirror image and blur or stoneskin on him, it will be quite some time before you need to worry about getting spells off.

Resist Fear (Abjuration)
If enemies are causing your party to bolt in fear, use this spell as a counter. It should not be kept in memory unless needed.

Snilloc's Snowball Swarm (Evocation)
This is a nice spell to have, especially against fire-based creatures. It deals 1 to 3 points of damage per caster level, up to 8 to 24 points for a level 8 caster. Damage against fire creatures is doubled.

screenshot
Stinking cloud will cause your enemies (and friends) to become nauseous and fall asleep for a round.
Stinking Cloud (Evocation)
Stinking cloud is invaluable against parties of enemies with spellcasters or ranged attackers. Casting this spell on the rear of your enemies will cause their spellcasters and missile users to make a saving throw every round just to stay on their feet. It's a good, cheap way to reduce missile damage.

Strength (Alteration)
This is only worth it if your fighters have a low strength rating (which they should not). Otherwise, you'd be better served keeping more effective spells in memory. This can be useful in special situations, however, such as if your fighter with a strength rating of 18 just can't bash open that chest.

Vocalize (Alteration)
Vocalize is essentially the counter spell for the silence 15-foot radius spell. It will let silenced casters freely cast spells again. There is no other use for the spell, so don't memorize it unless you know you'll be facing some silencing wizards.

Web (Evocation)
This is the mage equivalent of the priest spell entangle. It will slow up a large number of enemies, letting your ranged attackers have a field day.

 
« Previous Page Spells (cont.) »

 
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Icewind Dale
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Tips on creating and developing your party of adventurers

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