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Icewind Dale Game Guide
Level 4 Spells
With the introduction of level 4 spells into your mage's spell book, he's truly starting to become a powerful spellcaster. Spells such as dimension door and stoneskin will prove invaluable in your later travels.

Beltyn's Burning Blood (Necromancy)
This spell is a waste. The damage it does is not impressive, and saving rolls negate the damage completely. The level 3 spell Melf's acid arrow will do the same thing (with slightly lower damage numbers less than level 10), but with no saving throw allowed.

Confusion (Enchantment/Charm)
Confusion is a handy spell to have for situations when you find yourself losing control of the battle. Casting confusion causes all enemies in a huge radius that fail a saving throw at -2 penalty to become totally confused, either wandering around, standing still, or attacking someone randomly (and randomly means a greater chance that someone is not you).

Dimension Door (Alteration)
This is an excellent way to get spells off against a pursuing enemy. Just cast dimension door when the enemy gets close and pop out 30 feet behind him, giving you time to cast another spell. Repeat until your enemy falls at your feet.

Emotion: Courage (Enchantment/Charm)
Courage is a wonderful spell to increase your party's effectiveness in combat. Fighters will enjoy its to-hit, damage, and hit-point bonuses. It also has the handy side effect of removing fear from all affected by the spell.

Emotion: Fear (Enchantment/Charm)
This spell is overshadowed by confusion. While confusion won't necessarily make your enemies run away, it has a greater chance of succeeding and affects a larger area of enemies.

Emotion: Hope (Enchantment/Charm)
Hope is a lot like courage, with a morale boost and a +2 saving throw bonus replacing the hit-point bonus and some of the attack bonuses of courage. If you must bolster your offense, go with courage. If you want better defense, choose hope.

Emotion: Hopelessness (Enchantment/Charm)
Like fear, this spell just doesn't hold up to the usefulness of confusion. Again, this has a smaller chance of success and affects a smaller area than does confusion.

Greater Malision (Enchantment/Charm)
Essentially a bad luck charm, greater malision will hurt your enemies' saving rolls. A nice effect, but not as nice as those of other spells of this level. Pass on this one.

Ice Storm (Evocation)
This spell is a lot like an ice version of the level 3 spell fireball, only a little weaker at higher levels, with no saving throw allowed. It's very effective against a group of fire-based creatures.

Improved Invisibility (Illusion/Phantasm)
A replacement for the level 2 spell invisibility, this version lets the target attack while remaining unseen. Attacks against this character (which are only possible after he has attacked an enemy) suffer -4 penalties, and the invisibly party member gets a +4 bonus to saving throws. This is an excellent spell to cast on a thief before he attempts to backstab someone, as he will still be tough to hit once the battle has begun (a good thing, since the thief will likely be in the middle of the action, away from the protection of the party).

 
« Previous Page Spells (cont.) »

 
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