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Icewind Dale Game Guide
Level 4 Spells
The free action spell can be a lifesaver against enemies that stop your fighters in their tracks, while defensive harmony will give your party huge AC bonuses.

Animal Summoning I (Conjuration, Summoning)
This will call in some weak animals to help you out, but it can summon up to eight creatures, thus creating great insulation if cast between your party and your enemies, allowing quite a few ranged shots or spells before the enemy melee creatures reach you.

Cloak of Fear (Conjuration/Summoning)
This makes your target a very scary being. Anyone coming near you risks becoming terrified and running for a long time. It's a cool spell, at least, but not worth a level 4 spell slot.

Cure Serious Wounds (Necromancy)
Cure serious wounds heals 17 hit points - more than twice that of cure light wounds - and should definitely be memorized at least once as soon as you can afford it. It will save lives in battle and lower the amount of time required to rest.

Defensive Harmony (Enchantment/Charm)
This is another wonderful level 4 spell. It will give your entire core party (not including any summoned help) a four-point AC bonus that lasts for 42 seconds. Definitely consider this spell, as a four-point bonus is quite significant. Be sure that your party is gathered close around the caster before casting, as the range of effect is only ten feet in any direction away from the caster.

Free Action (Abjuration, Enchantment)
Free action will stop all movement-limiting spells from affecting the target. Note that it will also remove the effects of any currently acting movement-limiting spells as well. This is another useful spell, like most on this level.

Giant Insect (Alteration)
If your enemies happen to be afraid of large insects, this is just the spell for you. As your caster becomes stronger, so do the summoned bugs, so this is a spell you can grow old with.

 
« Previous Page Spells (cont.) »

 
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