GAMESPOT.COM  |  PC GAMES  |  VIDEO GAMES  |  PC HARDWARE  |  GAMESPOT LIVE  |  GAMEBUYER
Click Here!



GameSpot
 SEARCH FOR:
 ON:


 PC GAMES
  News
  Reviews
  Previews
  Movies/Media
  Downloads
  Hints/Codes
  GameGuides.com
  Special Features
  Beta Center
  Release Calendar
  Forums
  Top Games

 PC GENRES
  Action
  Adventure
  Driving
  Puzzle
  Role-Playing
  Simulation
  Sports
  Strategy

 SWITCH TO:
  VIDEO GAMES
  GAMESPOT LIVE
  GAMEBUYER
  HARDWARE

 SUBSCRIBE TO:
  PC Newsletter
  HW Newsletter

 ELITE SERVICES
  Join GameSpot

 SEE ALSO:
  3D Browser
  3DFiles.com
  GameFAQs
  Gamespy Arcade
  Netflix
  Tweakfiles.com

 INFORMATION
  Help
  Contact Us
  International




Icewind Dale Game Guide
Flame Blade (Evocation)
If your priest has the scimitar proficiency, flame blade is a good replacement for shillelagh. It will bring into existence a nice blade of flame with a +2 fire bonus. This weapon will not harm creatures that are innately immune to fire damage. It's quite effective against the undead, though.

Goodberry (Alteration, Evocation)
If you're out of healing potions, this can be useful, but in general, the five points restored by the goodberries are not worth the spell memorization spell (even cure light wounds heals 8 points). Skip over this spell for more useful level 2 spells.

Hold Person (Enchantment/Charm)
Like the level 3 mage spell hold person, this is a nice spell to have to stop mages in their tracks while you kill them.

Know Alignment (Divination)
This is another useless spell. You really couldn't care less about the alignment of the characters you meet; if they attack you, kill them. Anyway, enemies have a chance of making a saving throw against the spell, so it's not even guaranteed to work.

Resist Fire and Cold (Alteration)
This is a useful spell if you run into anyone who uses fire or ice weapons or spells. It will bestow a hefty 50 percent resistance to both fire and cold damage. Don't keep it memorized, but stick it in when necessary.

Silence, 15-Foot Radius (Alteration)
Silence 15-foot radius is an excellent spell to even the odds if you happen upon a group of spellcasters. Anyone failing his saving throw is silenced (and stopped from casting spells) for two rounds per level of the caster. This can stop enemies for the duration of a battle.

Slow Poison (Necromancy)
This is a good spell to keep memorized, as you will run into poisonous enemies fairly often. Even if the spell doesn't always cure the poison, any relief available will be appreciated by the afflicted.

Spiritual Hammer (Invocation)
This spell brings forth a hammer, and this weapon does hit as a magical weapon, unlike flame blade. If you're facing an opponent who is only affected by magical weapons, this is a much better bet than flame blade.

 
« Previous Page Spells (cont.) »

 
ALSO CHECK OUT
Icewind Dale
DOWNLOADABLE
GAME GUIDE

Tips on creating and developing your party of adventurers

Information on all the spells, weapons, and denizens

A detailed walk-through of the game

Requires Adobe Acrobat 3.0 or higher


click here for more info...

  CNET Networks: CNET | GameSpot | mySimon | TechRepublic | ZDNet About GameSpot  

  GameSpot is a CNET Networks Media Property. Copyright ©1995-2001 CNET Networks, Inc. All rights reserved. Privacy policy.