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Icewind Dale Game Guide
Level 6 Spells
Now, we're getting really powerful. These spells will let you do anything from instantly disintegrating an enemy to silencing an opposing mage without giving him a chance to save versus the spell.

Antimagic Shell (Abjuration)
This spell is useful for protecting the caster from magical attacks. It is a lot like the level 4 spell Otiluke's resilient sphere, except the affected is free to move and is not immune to physical damage.

Chain Lightning (Evocation)
This is a safer form of the lightning spell. It will hit the target for a considerable amount of damage, then jump to another creature (friend or foe, so be sure to cast it away from the party) and damage it a little less. It will keep jumping until its energy is gone. Saving throws only reduce damage - they don't negate it - so this spell can be very effective on a pack of enemies in the distance.

Death Fog (Alteration/Evocation)
Now, this is a nice spell. Catching some unwary enemies in an area where they can't easily leave this cloud results in sure death. Creatures caught under the fog will take increasing amounts of damage with each combat round and must make a saving throw or be slowed - good stuff.

Death Spell (Necromancy)
This spell will instantly kill a number of enemies inversely proportional to their strength. Dean enemies cannot be resurrected, but that won't really be an issue in a dungeon-crawl game unless the spell is cast on you.

Disintegrate (Alteration)
This is like a concentrated version of the death spell. It is cast on a single target, and if he fails his saving throw, he just ceases to exist - no resurrecting, nothing. Its use should be self-explanatory.

Flesh to Stone (Evocation)
Cast this spell to turn a creature to stone. It's not as useful as disintegrate, since stone enemies can be turned back to flesh.

 
« Previous Page Spells (cont.) »

 
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