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
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