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.


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