Icewind Dale II guide to druid spells by Michael Marshall This guide describes each druid spell, which spell level it is, how useful it is based on gameplay experience. I found some spells were more or less effective than the description suggests, and decided to write a guide to help other gamers avoid these problems. I hope you find it useful. I have sorted first by level then mainly by the alphabet. I have used some abbreviations and technical terms here which I assume everyone is familiar with, but please contact me if unsure. If spells have effects on other spells, whether druid or not, then I have mentioned that spell in capitals. If you have any suggestions, spot any mistakes, or have questions re. druid spells then e-mail me at ihave2manynicknames@hotmail.com, If you put IWD2 druid spells as the subject, I should reply sooner. Please do not e-mail about other aspects of the game, unless I have written a guide about that as well. The following websites have permission to use this guide: www.gamefaqs.com www.neoseekers.com 1st level spells Cure light Wounds Casting time: 5 Affects: 1 creature Effect: heals 1d8 +1/level(max +5) of damage. This spell is reasonable, but becomes much worse with every later healing spell you get. Take 1 or 2 charges until you get the next 2 versions. Entangle Casting time: 4 Duration: 10 rounds Saving throw: R. enables movement Affects: 20 foot radius Effect: any creature in the area that doesn't make a save cannot move and suffers -2 penalty to attack rolls and -4 to Dex. Creatures that save successfully move at half rate. This spell has very little use on its own, as creatures that you really want to slow down will have a better R.S.T. than your characters so you will suffer more often anyway. If you use this with spells with similar duration that damage however, then this can be very effective. Only use in a spell-combo. Faerie fire Casting tims: 4 Duration: 1 minute/level Affects: 1 creature Effect: reduces AC of target by 2 This is pretty poor, if there is one enemy strong enough to be worth casting de-buffers on then 2AC won't make much difference. Don't bother. Frost fingers Casting time: 1 Saving throw: R. halves damage and negates slow effect Affects: all creatures in a 5foot long, 120 degree arc Effect: does 1d3 + 1(caster level) cold damage (max 1d3+10) and slows for 2 rounds. This has some use, as a reasonable number of enemies can be affected, and though the effects are minor, if done to more than 5 creatures it can certainly be worth it. Though not vital, you could take 1 or 2 charges. Goodberry Casting time: 1 round Duration: 1 day/level Effect: creates 4 clumps of berries that cure 1d4 damage when eaten. This has some use as several clumps can replace a healing potion, and taking 1 charge is certainly worth it, more is pointless however. Shillegagh Casting time: 2 Duration: 10 rounds/level Affects: caster Effect: creates a cudgel that does 1d10+1 bludgeoning damage and has +1 attack bonus. This is quite poor, you can get better weapons than this already. Don't bother. Sunscorch Casting time: 4 Saving throw: R. half and avoid blindness Affects: 1 creature Effect: does 1d6 + 1/level(max +15) fire damage. Vulnerable creatures take an extra point/level of fire damage. Target also blinded for 3 rounds. Drow and svirfneblin blinded with no save. This is a brilliant spell for the level, the damage is good and blinding makes them more vulnerable to other attacks. Take several. Summon nature's ally I Casting time: 6 Duration: 1 round/level Effect: Summons 1 or more random creature(s). This is poor, the creatures do virtually no damage at all, as generally you get a group of cats. 2nd level spells Alicorn lance Casting time: 5 Saving throw: R. half Affects: 1 creature Effect: does 3d6 piercing damage and gives target -2 to AC for 3 rounds. This is a brilliant spell, it does plenty of damage and reduces AC. Take as many as you can. Barkskin Casting time: 5 Duration: 10 rounds/level Affects: 1 creature Effect: gives +3 bonus to AC at 3rd level, +4 at 6th level and +5 at 12th level. This is a very useful defence spell, and as it is only level 2 you can take plenty. At least 2. Beast Claw Casting time: 5 Duration: 10 rounds Affects: caster Effect: gives caster +4 Str bonus and replaces weapons with claws that do 2d4 slashing damage. This is reasonable when you first get it, but the later you get in the game the more likely you are to have a weapon that does much more damage than this, despite the Str bonus. Charm person or animal Casting time: 5 Duration: 4 rounds + 1 round/level Saving throw: W. negates Affects: 1 medium or small, animal or humanoid. Effect: Target becomes under control of the caster. I don't like this spell much, as any enemy you really wish to control will probably save against this, and any ally will become hostile afterwards. Others have claimed it is very useful however, and maybe they're right. Wouldn't take more than 2 if I took any, which I wouldn't. Delay poison Casting time: 1 Affects: 1 creature Effect: slows effect of poison, or sobers up a character This spell has limited use, as you rarely get poisoned, but it is worth learning 1 as a precaution. Sobering can be useful as well. Flame blade Casting time: 4 Duration: 10 rounds + 1 round/level Affects: caster Effect: creates a firy sword that does 1d8 + 6 fire damage. This spell is okay when attacking large numbers of cold based creatures or trolls, but isn't that good as it doesn't gain Str bonus to damage. Take 1 charge if expecting vulnerable creatures and haven't got a fire-based weapon in inventory. Hold animal Casting time: 5 Duration: 1 round/level Saving throw: W. negates Affects: 1d4 creatures in 20 foot-radius Effect: Holds affected creatures immobile. This spell has some use, but if the creature is a real threat then this is unlikely to affect it. Not really worth it. Ice blade Casting time: 4 Duration: 4 rounds + 1 round/level Saving throw: R. against slow effect Affects: caster Effect: summons a blade that does 1d8+6 cold damage and slows opponent. This is a reasonable weapon, but it will be of little use once you get a sword that does cold damage. Take no more than 1. Minor elemental barrier Casting time: 5 Duration: 1 round/level Affects: 1 creature Effect: gives a bonus of 4 to cold and fire resistance. A reasonable protection spell, but becomes obsolete once you get STORM SHELL. Rainstorm Casting time: 6 Duration: 2 rounds Saving throw: R. halves Affects: 30 foot radius. Outside only Effect: all cold or fire based creatures take 2d3 magic damage each round, all creatures in area have 50% chance of taking 2d6 electric damage, which they can save against. Salamander auras and long term flame spells are extinhuished. This is a great spell whenever fighting cold or fire creatures outside, especially salamanders. Otherwise has very limited use. Take none if inside for a long time; take 1 or 2 during normal outside areas; 3+ when fighting cold or fire based creatures outside. Summon nature's ally II Casting time: 6 Duration: 1 round/level Effect: Summons 1 or more random creature(s). Better than previous version. Still poor, rarely of any use, don't waste your charges. 3rd level spells Call lightning Casting time: 1 round Duration: 10 rounds/level Saving throw: R. halves Affects: 1 enemy every 10 rounds. Only works outside. Effect: does 1d10 electric damage to an enemy seen by the caster automatically. A brilliant spell for outside. Take none when inside, up to 3 when outside. Contagion Casting time: 4 Duration: till cured Saving throw: F. negates Affects: 1 creature Effect: reduces target's Str, Dex and Cha by 2 and slows them This has some use, but as this wouldn't affect anything powerful significantly, and it would be pointless to use on a weak creature, I don't feel it's worth it. Cure moderate wounds Casting time: 5 Affects: 1 creature Effect: heals 2d8 +1/level(max +10) of damage. Obviously better than the previous version, this is a reasonable spell, but becomes much worse with every later healing spell you get. Take 1 or 2 charges until you get the next 2 versions, then don't bother. Mold touch Casting time: 6 Saving throw: F. halves Affects: 1 creature, but is contagious Effect: does 4d6 1st round, 3d6 2nd round, 2d6 3rd round and 1d6 4th round. If save is made then effectively starts at 4th round. Passes on to another craeture each round. This is a good spell to use on large groups of enemies, but beware of the effects on your characters, take some if you wish, but use with caution. Moonblade Casting time: 6 Duration: 20 rounds Affects: caster Effect: summons a 4foot long sword that does 1d12+4 damage, and stops target casting for 1 round. Can hit upto +4 creatures. This is a useful spell as this weapon extends a large distance, does significant damage, and mangles casting ability. Should take 1. Neutralize poison Casting time: instant Affects: 1 creature Effect: removes all poison Does exactly what it says, take 2 in your whole party. Poison (evil only) Casting time: 7 Duration: 20 seconds Saving throw: F. negates Affects: 1 creatures Effect: poison does 1 point of damage each second. This is of some use, but you could do more damage just using weapons unless you are incredibly weak. Don't bother. Protection from fire Casting time: 6 Duration: 5 rounds/level Affects: 1 creature Effect: 7/- fire resistance if cast on caster, 5/- if a different target. This is a wonderful spell if you are expecting to recieve much fire damage, don't bother otherwise. Remove disease Casting time: 1 round Affects: 1 creature Effect: removes disease and cures 5HP Does exactly what it says. Must take 1, more is of very little use. Snakebite Casting time: 5 Duration: 1 round/level Saving throw: F. negates Affects: Caster Effect: Turns arms into snakes which attack twice each round doing 1d3 piercing and poisons target. The poison paralyzes the target and does 6 poison damage each round for 4 rounds. The poison has a very small amount of use, but taking a poisoned weapon will be much more effective, and won't waste a valuable spell charge. Avoid this spell. Spike growth Casting time: 6 Duration: 10 rounds Saving throw: R. partial Affects: 20 foot radius Effect: Any creature entering the area takes 1d4 piercing damage and must save or be slowed to 1/3 of normal speed. This is a reasonable spell, especially if used at the same time as other similar spells, such as ENTANGLE or the arcane spell SLOW, . Take no more than 2. Star metal cudgel Casting time: 7 Duration: 30 rounds Affects: caster Effect: creates a club that does 2d6+2 damage, has a +2 attack bonus and can hit any creature that requires up to a +4 weapon to recieve damage. Does 2d6 more against undead and constructs. This is a powerful weapon, MOONBLADE is better, but this is brilliant against undead. Could take 1. Storm shell Casting time: 6 Duration: 10 rounds Affects: caster Effect: gives caster 15/- resistance to fire, cold and electiricity. A brilliant general protection spell against 3 major types of damage. Must take 1, more has little use. Tortoise shell Casting time: 2 Duration: 10 rounds Affects: 1 creature Effect: surrounds the target with a shell that has 100 HP. This is useful for casting on almost-dead characters when you first get this, but as the HP doesn't improve with character level, it has little use once you get to HOF. Take 1 max. Summon nature's ally III Casting time: 6 Duration: 1 round/level Effect: Summons 1 or more random creature(s). Better than previous versions. This spell is an improvement on the last, and can sometimes be useful, but still not quite worth it. 4th level spells Animal rage Casting time: 8 Duration: 15 rounds Affects: 1 creature Effect: Target gains +4 Str and Con, + 20% movement, +2 tp S.T. and loses ability to cast spells. 5% chance target will go berserk. This is a good buffer spell, and the target goes berserk only very rarely. Worth taking 1, but no more. Cure serious wounds Casting time: 7 Affects: 1 creature Effect: heals 3d8 +1/level(max +15) of damage. Like all druidic healing spells, this is reasonable, but becomes much worse with every later version you get. Take 1 or 2 charges until you get the next 2 versions, then don't bother. Dispel magic Casting time: 3 Affects: 15 foot radius Saving throw: W. negates for enemy creatures Effect: dispels magical effects on all creatures in the area Can be good or bad, removes boosts from both your magical items and spells you've cast, but removes bad effects from enemy spells. If you re-equip the item after dispelling then you get that effect back, but until you do that you won't get the magical benefits from it. Same for your enemies, will remove both their boosts and the curses and enchantments you've placed on them. You need some, but be wary when using it. Flame strike Casting time: 8 Saving throw: R. halves Affects: 10 foot radius Effect: all affected creatures take 1d6/level(max 15d6) fire damage Brilliant, brilliant, brilliant. This is a powerful attack spell and should be used constantly. Take at least 3. Freedom of movement Casting time: 7 Duration: 10 rounds/level Affects: 1 creature Effect: Immune to all magic that slows movement. This has some use, but as it only affects one creature and the common spells cast are area-effect, it isn't great. Giant vermin Casting time: 7 Duration: 10 rounds/level Effect: Summons a giant insect. Improves with caster level. This is weak initially, but once the druid gets beyond level 12, improves greatly. Should be taken at level 13, and keep 1 charge from then on. Protection from lightning Casting time: 7 Duration: 5 rounds/level Affects: 1 creature Effect: gives target 6/- resistance to electricity This spell is worth taking if you expect to recieve much electric damage, but pointless otherwise. Spike stones Casting time: 6 Duration: 12 rounds Saving throw: R. partial Affects: 15 foot radius Effect: any creautre in area takes 1d8 piercing damage each round and must save or be slowed to half normal speed. Effectively an improved version of SPIKE GROWTH, should be treated in exactly the same way. Take no more than 2. Summon nature's ally IV Casting time: 6 Duration: 1 round/level Effect: Summons 1 or more random creature. Better than previous versions. And finally these spells become useful. This has some use, but not that much. Take no more than 2. Thorn spray Casting time: 3 Saving throw: R. halves damage Affects: 30 foot long, 25-foot wide cone Effect: Affected creatures recieve 6d10 piercing damage. A very useful spell, this can do some serious damage, it will generally hit more than 10 creatures if used well, so will do approximately 300 damage in total. Sweet. Take plenty. Wall of moonlight Casting time: 7 Duration: 5 rounds Affects: 20 foot long, 5 foot wide wall Effect: creates a wall that does 2d10 damage to evil creatures that pass through, and 5d10 to undead. Only affects each creature once. This can be useful, but several of your characters should be evil, and most undead in the game are your summons. Not worth it. 5th level spells Conjure animals Casting time: 9 Duration: 40 rounds Effect: Summons a mountain bear. The mountain bear is powerful, remains for ages, and is never hostile. This is a very nice summon and at least 1 charge should certainly be taken. Cure critical wounds Casting time: 8 Affects: 1 creature Effect: heals 4d8 + 1/level(max +20) of damage. The healing spells continue to get better, this is again worth taking until you get another 2 levels of healing spells. Again 1 or 2 charges till then. Death Ward Casting time: 1 round Duration: 10 minutes/level Affects: 1 creature Effect: Protects target from death magic Very mildly useful, but enemies rarely use very powerful death magic that you can't save against, and this only affects one ally, so either the enemy will have to target that party member, or all your others have a chance of dying, so is pretty poor. Ice storm Casting time: 4 Affects: 20 foot radius Effect: Does 3d6 bludgeoning damage and 2d6 cold damage. This is a good area effect spell, but the other spells on this level are better. Don't take more than 1. Insect plague Casting time: 1 round Duration: 15 rounds Affects: 25 foot radius Effect: All creatures in the swarm suffer 1HP damage each round and can't cast spells. Creatures of less than 3 hit dice will try to flee the cloud, ones of less than 6 hit dice must make a W.S.T. to remain in the swarm. Undead and constructs are immune. This has some use to restrict enemies attempting to cast spells, especially as you can send undead summons after them without having them affected. Could take 1 charge. Smashing wave Casting time: 1 round Saving throw: R. halves Affects: all creatures hit by 5 foot wide wave Effect: Does 1d8(caster level) crushing damage (max 15d8), 25% chance of stunning target for 2 rounds, 5% chance of knocking creature unconscious. Brilliant, this can do a lot of damage to plenty of creatures, and will stun several of them. Take at least 2. Static charge Casting time: 1 round Duration: 10 turns Saving throw: R. halves Affects: 1 visible enemy each turn Effect: does 1d8(caster level) electricity damage (max 16d8). Another brilliant attack spell, but this does lots of damage over time and should be cast at the start of each long battle or series of battles. Take 1-3. Summon nature's ally V Casting time: 6 Duration: 1 round/level Effect: Summons 1 or more random creature(s). Better than previous versions. These are starting to get good, but there other spells are getting better faster. Could take 1, but other level 5 spells are better. Wall of fire Casting time: 4 Duration: 5 rounds Affects: 20 foot long, 5 foot wide wall Effect: does 2d6 + 1(level) fire damage (max 2d6+20) to any creature passing through the wall. This is an okay spell, but is poor in proportion to the other spells available. Don't bother. 6th level spells Fire seeds Casting time: 1 round Duration: 10 rounds Saving throw: R. halves damage Effect: creates 1 seed/5 levels Seeds do 5d8 fire damage to anything in 5 foot radius. This is an okay spell as the seeds do a reasonable amount of damage each to a small area, but is only truly effective when fighting creatures vulnerable creatures. Take 1 or 2 when expecting those creatures, 0 or 1 when not. Healing circle Casting time: 5 Affects: 30 foot radius Effect: Heals 1d8 + 1/level (max +20) of damage to all allies in area This is a useful spell, it doesn't heal that much on an individual basis, but it covers a large area, and also affects summons, so can heal a lot of damage in total. Take 1-3. Sol's searing orb Casting time: 6 Saving throw: F. halves damage and negates blindness Affects: 1 creature Effect: blinds target creature and does 6d12 fire damage. Undead take double damage. This is very useful spell, it does plenty of damage and you get bonuses against after blinding. Worth taking. Spiritual wrath Casting time: 2 Affects: creatures of different moral alignment hit by a bolt Saving throw: R. halves damage Effect: sends 4 perpendicular bolts, any affected creature recieves 4d10 +2 damage. This can be useful, but is virtually useless if the druid is evil. You could use this, but be aware of what alignment your other party members, summons, and nearby NPCs are. Can use, but with caution. Summon nature's ally VI Casting time: 6 Duration: 1 round/level Effect: Summons 1 or more random creature(s). Better than previous versions. This version is very useful till you get the next spell level, you can get some good summons, such as winter wolves, from this, and by now they will stay for a long time. No more than 2. 7th level spells Aura of vitality Casting time: 7 Duration: 1 round/level Affects: 5 foot radius Effect: all allies get +4 bonus to Str, Dex and Con. This is an amazing buffer spell, you can boost the combat A.S. of all your characters a lot with 1 spell. Take 1, and use it. Creeping doom Casting time: 1 round Duration: 1 minute/level Effect: Summons a swarm of insects This swarm counts as 1 summon, which is nice, and does a lot of damage, yet can't take much. Helps near the end of a battle, but is too vulnerable to be of much use. Wouldn't bother. Fire storm Casting time: 1 round Saving throw: R. halves damage Affects: 20 foot radius Effect: all creatures in area take 1d6(level) fire damage (max 20d6) for every round in affected area. Another spell level, another powerful druidic fire spell, like the previous ones, I love this, and use up to 4 in a battle. Be prepared so you can do that. Harm Casting time: 1 round Saving throw: F. negates Affects: 1 creature Effect: leaves creature with 1d4 HP This is quite useful, but the creatures with the highest HP will have the highest F.S.T., as both are affected by Con. You also have to touch the creature and it takes a long time to cast, so can't use whenever quite weak, and you need a high Concentration skill. Don't take more than 2, if any. Heal Casting time: instant Affects: 1 creature Effect: restores HP to max, cures disease, blindness and feeblemind. This is a brilliant spell, it takes no time to cast, and restores target to virtually perfect health. Take at least 3, if not more. Mist of eldath Casting time: 1 round Duration: 1 round Affects: 10 foot radius Effect: Cures 25 HP, disease and poison to all creatures in the area. This is reasonable, but shouldn't be used in battle as it heals enemies as well, some use, but HEAL should dominate the spells on this level. No more than 1. Elemental barrier Casting time: 7 Duration: 1 round/level Affects: 1 creature Effect: gives target damage resistance of 15/- to acid, cold, fire and electric damage. Another good elemental resistant spell, and unlike STORM SHELL you can cast this on allies and not just the caster, don't use on caster though, as the bonus to acid resistance is of limited use, as acid damage is rare. Sunbeam Casting time: 4 Duration: 4 rounds Saving throw: R. halves damage and negates blindness Affects: 15 foot radius Effect: all creatures in area take 3d6 damage and are blinded. Undead and fungoid suffer 1d6(level) damage (max 20d6). This is reasonable, but 3d6 damage isn't that much at this level, so take FIRE STORM charges instead, doesn't get the blindness, but hey that isn't too great either. Summon nature's ally VII Casting time: 6 Duration: 1 round/level Effect: Summons 1-4 random creature(s). Better than previous versions. The summons from this are powerful, but this is now a risky spell, as it can summon elementals, hostile against anyone that doesn't have PROTECTION FROM EVIL cast on them. Use if you wish, but with caution. 8th level spells Finger of death Casting time: 5 Saving throw: F. partial Affects: 1 creature Effect: victim dies or if saves successfully then takes 3d6 +1/level damage. This is a powerful spell, and you should take at least 2 or 3. Don't waste it on weak enemies though. I think this doesn't work on elementals. Whirlwind Casting time: 9 Duration: 10 rounds Saving throw: R. negates stun Affects: creates a whirlwind which goes round randomly until it has affected 8 creatures or duration runs out. Effect: whirlwind does 2d8 crushing damage and 2d8 slashing damage to victim and stuns them for 2 rounds. Creatures with 2 hit dice or less killed instantly. This is a relatively poor spell, the damage isn't that much, nor is the stunning effect, and the creatures it kills automatically will be killed in 1 hit by this level druid anyway. And it can affect allies. Don't bother, just take more of the above spell. Summon nature's ally VIII Casting time: 6 Duration: 1 round/level Effect: Summons 1-4 random creature(s). Better than previous versions. This is powerful, but generally summons hostile elementals, so be wary. 9th level spells Tremor Casting time: 1 round Saving throw: R. negates unconsiousness Affects: all enemies in sight of castor Effect: all affected enemies reciece 4d10+2 bludgeoning damage and must save or be knocked unconsious for 3 rounds. Brilliant, affects only enemies, affects lots of them, always does damage and can knock them unconscious. Brilliant. Take this as the 2nd charge, the 5th, and any following. Elemental legion Casting time: 1 round Duration: 3 rounds + 1 round/level Effect: summons 4 elementals (16 hit dice), one of each type: fire, earth, water, air. Hostile, as usual. These are powerful creatures, and this balance will really hurt any enemy, but you need to protect yourself. Choose between this and SHAMBLER for your 4th charge. Mass heal Casting time: 1 round Affects: all allies in 30 foot radius Effect: casts HEAL on affected allies Brilliant, area-effect HEAL that only affects allies. Vital. Take this 1st and 3rd. Can take more, but unlikely to need it. Shambler Casting time: 1 round Duration: 8 hours Effect: summons a loyal shambling mound (11 hit dice) This is a powerful creature, and you don't need to protect against it. You can control it, and it can beat 2 elementals in direct combat. This is good, and the choice between this and ELEMENTAL LEGION is hard. I use MAGIC CIRCLE AGAINST EVIL quite a lot anyway, but this is worth taking if you want a powerful, automatically loyal summon. Summon nature's ally IX Casting time: 6 Duration: 1 round/level Effect: Summons 1-4 random creature(s). Better than previous versions. Hostile elementals, always clones of each other, and sometimes less than 4, at least with ELEMENTAL LEGION, you know what you get. Don't bother. This guide is copyright 2005 by Michael Marshall. Icewind Dale is copyrighted by the companies who developed it. I am not associated in any way with any company or person involved in the creation of this game. This may not be reproduced under any circumstances except for personal, private use. It may not be placed on any website or otherwise distributed publicly unless you e-mail me a request and recieve a reply giving permission. Use of this guide on a unpermitted website or as part of any public display is strictly prohibited, and a violation of copyright.