Icewind Dale Game Guide
Level 2 Spells
This level sees the introduction of some very useful spells, such as cure moderate wounds and hold person.

Aid (Necromancy, Conjuration)
This is essentially a one-person bless spell with an added bonus of 1 to 8 hit points added on. Skip this spell, as bless will do for now, and there are other level 2 spells that are much more useful than aid.

Barkskin (Alteration)
Barkskin can be used much like the level 1 mage spell armor. If you have a weak character with a ridiculously high armor class, cast barkskin on him and bring that AC down to worldly levels.

Chant (Conjuration/Summoning)
Chant has the same effect as casting bless on your party and curse on your enemies. It's quite effective, giving your characters a nice advantage in battle. However, it will slow the caster down and remove his spell casting abilities for its duration.

Charm Person or Mammal (Enchantment/Charm)
See the level 1 mage spell charm person.

Cure Moderate Wounds (Necromancy)
This is much like the level 1 spell cure light wounds, only it heals an extra 3 hit points. Try to keep this memorized. On a side note, whenever your party rests, the amount of time wasted resting is determined in part by the amount of healing spells your healers have memorized: the more memorized, the less time spent resting.

Draw Upon Holy Might (Invocation)
Draw upon holy might is a good spell to cast just before sending a priest into battle, and it gets better as the caster increases in level. It will raise strength, constitution, and dexterity by one point for every three caster levels. This can make a decent fighter amazing.

Find Traps (Divination)
This is a nice special-use spell, though its uses are limited. It will detect all traps around the caster if given enough time (walking normal speed is not enough time), but it will not disarm them or make your party avoid them. You must move your party through trapped areas slowly and one at a time to avoid scryed traps.

 
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