hide results

    Paladin Spells Guide by mikesmgame

    Version: 1.0 | Updated: 05/28/05 | Printable Version | Search Guide | Bookmark Guide

    Icewind Dale II guide to paladin spells
    
    by Michael Marshall
    
    This guide describes each paladin 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 paladin or not, then I have
    mentioned that spell in capitals.
    
    If you have any suggestions, spot any mistakes, or have questions re. paladin
    spells then e-mail me at ihave2manynicknames@hotmail.com, If you put IWD2
    paladin 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
    
    Bless
    Casting time:     1 round
    Duration:         1 minute/level
    Affects:          25 foot radius
    Effect:           allies in area get +1 BAB, or dispels BANE.
    This spell is slightly useful, +1 BAB can help, and BANE is sometimes annoying,
    a reasonable 1st level spell.
    
    Cure light Wounds
    Casting time:     5
    Affects:          1 creature
    Effect:           heals 1d8 +1/level(max +5) of damage.
    Paladins aren't great at healing damage, as they gain spells far too slowly for
    the healing to have much significance. But they generally do max healing the
    spell allows because of the levels at which they gain spells. Not too bad
    though.
    
    Protection from evil (PFE)
    Casting time:     1
    Duration:         1 minute/level
    Affects:          1 creature
    Effect:           +2 deflection bonus to AC and S.T., also guards against
    attacks from some creatures, inc. summons.
    This spell has uses throughout the game, +2 to AC and S.T. can really help, and
    the protection against creatures summoned from spells such as GATE late on is
    vital, becomes worse once you get MCAE though.
    
    
    2nd level spells
    
    Bull's Strength
    Casting time:     1 round
    Duration:         1 hour/level
    Affects:          1 creature
    Effect:           gives target 1d4 +1 Str bonus
    This spell can be quite useful for boosting abilities, as it will give at least
    +1 to your Str mod., which helps, and can give upto +3 if you have an odd Str.
    Can be worth taking.
    
    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.
    
    Draw upon holy might(DUHM)
    Casting time:     2
    Duration:         10 rounds
    Affects:          caster
    Effect:           +1/3levels to Str, Dex and Con
    This is an extremely useful spell, paladins are a tanker class, and a boost to
    the 3 A.S. that are most vital for tankers is amazing, especially when you could
    get upto +10 for each. As paladins get this at level 10, there will always be a
    bonus of at least +3. Brilliant.
    
    Remove paralysis
    Casting time:     6
    Affects:          25' radius
    Effect:           does exactly as the name suggests, removes paralysis
    You need at least 2 different party members to have 2 charges of this spell, any
    more won't be used. Extremely important.
    
    Minor elemental barrier
    Casting time:     5
    Duration:         1 round/level
    Affects:          1 creature
    Effect:           gives a bonus of 4 to cold and fire resistance
    This has some use, when expecting to recieve large amounts of attacks based on
    either cold or fire. Don't take charges otherwise.
    
    
    3rd level spells
    
    Cure moderate wounds
    Casting time:     5
    Affects:          1 creature
    Effect:           heals 2d8 +1/level(max +10) of damage.
    Paladins aren't great at healing damage, as they gain spells far too slowly for
    the healing to have much significance. But they generally do max healing the
    spell allows because of the levels at which they gain spells. Not too bad
    though. Twice as good as CURE LIGHT WOUNDS.
    
    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.
    
    Magic circle agianst evil(MCAE)
    Casting time:     7
    Duration:         10 rounds/level
    Affects:          10 foot radius around caster
    Effect:           casts PFE on all creatures in area
    This is a good spell, but it is actually quicker to cast PFE on all your
    characters than to cast this, though this only requires 1 spell charge. If you
    are casting to protect against evil attacks then this is better, but the AC and
    S.T. are only really useful for characters that are getting attacked, and then
    PFE is better.
    
    Prayer
    Casting time:     6
    Duration:         1 round/level
    Affects:          60 foot radius around caster
    Effect:           allies get +1 to attack rolls, damage and S.T., enemies get -1
    to those factors.
    This is a useful spell, and the area is large, so affects virtually everyone in
    a battle. The change isn't that significant at an individual level, and the
    casting time is long, but if you start casting as the enemies close in then you
    can make a battle considerably easier, whether attacking with weapons or spells.
    Worth taking 1.
    
    Strength of one
    Casting time:     3
    Duration:         7 rounds
    Affects:          25 foot around caster
    Effect:           +3 Str bonus to allies in area
    This is very useful as it should boost all your characters and summons, and you
    can cast it in the middle of a battle and it only affects enemies. Take 2
    charges max.
    
    
    4th level spells
    
    Cure serious wounds
    Casting time:     7
    Affects:          1 creature
    Effect:           heals 3d8 +1/level(max +15) of damage.
    Paladins aren't great at healing damage, as they gain spells far too slowly for
    the healing to have much significance. But they generally do max healing the
    spell allows because of the levels at which they gain spells. Not too bad
    though. Better than the previous 2 healing spells.
    
    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 high chance of being
    affected, so is pretty poor.
    
    Defensive harmony
    Casting time:     1
    Duration:         6 rounds
    Affects:          10 foot radius round caster
    Effect:           All allied creatures in area are controlled as one, and they
    gain +4 deflection bonus to AC.
    This has some use, as you can surround your paladin with summons and then
    control them all as one, and enabling simple tactics and boosting AC. Doesn't
    last for long though, so don't rely heavily on this.
    
    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.
    
    Holy power
    Casting time:     6
    Duration:         1 round/level
    Affects:          caster
    Effect:           caster gets +4 damage bonus
    This has some use, but by the time you get this DUHM will give +5, which will
    increase combat ability much more, and it takes less time to cast. Has some use
    as a filler spell though.
    
    Neutralize poison
    Casting time:     instant
    Affects:          1 creature
    Effect:           removes all poison
    Does what it says, you need to take 1 or 2 charges, but more will be wasted.
    
    Recitation
    Casting time:     7
    Duration:         1 round/level
    Affects:          60 foot radius around caster
    Effect:           allies get +2 to attack rolls, and S.T., enemies get -2 to
    those factors.
    This is basically PRAYER*2 without the damage increase, but the other effects
    are good enough for this to be a good improvement. Take 1.
    
    
    5th level spells
    
    Champion's strength
    Casting time:     2
    Duration:         10 minutes/level
    Affects:          1 creature
    Effect:           gives target 1d4 +4 Str bonus.
    This is quite good, it lasts for quite a high length of time, and the increase
    to the Str is significant, DUHM is much better though as by the time you get
    this the bonus will be +7 to all abilities, and this would require a lucky roll
    to get that, though this last for longer. Take 1 max.
    
    Lower resistance
    Casting time:     5
    Duration:         20 rounds
    Affects:          1 creature
    Effect:           lowers magic resistance by 1/2levels
    This can be useful, but anything that has a high enough resistance to be worth
    lowering should resist this anyway, and is thus much worse than it could be.
    
    Spell resistance
    Casting time:     1 round
    Duration:         1 round/level
    Affects:          1 creature
    Effect:           gives target 12+ 1(caster level) spell resistance
    This spell has no use on deep gnomes or drow, as it replaces existing
    resistance, but is very useful for spell heavy battles to use on characters that
    haven't got some naturally. Paladins don't get enough spells for this to be
    worthwhile.
    
    Undead ward
    Casting time:     7
    Duration:         10 rounds
    Affects:          20 foot radius around caster
    Effect:           turns all undead
    Has no use, most undead are your summons anyway, and the paladin has the ability
    naturally, it isn't any more powerful than the turning either, useless.
    
    
    6th level spells
    
    Circle of Blades
    Casting time:     9
    Duration:         2 rounds
    Affects:          3 foot radius round caster
    Saving throw:     R. halves damage
    Effect:           any creature entering area suffers 8d8 damage, caster can't
    move during effect.
    This spell is reasonable, you can use this to damage anyone trying to attack you
    with any non-ranged weapon, but the duration is quite short, only worth using
    when you're getting surrounded.
    
    Divine Shell
    Casting time:     9
    Duration:         1 round/level
    Affects:          caster
    Effect:           gives caster +6 deflection bonus to AC, 10/- point damage
    reduction to electricity,fire, cold, and acid damage, +2 to S.T. and immunity to
    ranged attacks.
    This is a brilliant defensive spell, by the time a paladin gets this the
    duration will be massive, and the effects are brilliant. Take 1.
    
    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.
    The only true attack spell a paladin gets, worth taking, but make sure your
    neutral and evil party members won't get hit. Take 1.
    
    
    
    
    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.