hide results

    Ranger Spell Guide by mikesmgame

    Version: 1.0 | Updated: 05/29/05 | Search Guide | Bookmark Guide

    Icewind Dale II guide to ranger spells
    
    by Michael Marshall
    
    This guide describes each ranger 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 ranger or not, then I have
    mentioned that spell in capitals.
    
    If you have any suggestions, spot any mistakes, or have questions re. ranger
    spells then e-mail me at ihave2manynicknames@hotmail.com, If you put IWD2 ranger
    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
    
    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.
    
    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, as creatures that you really want to slow down
    will have a better R.S.T. than your characters so you will suffer more anyway.
    There are much better things to do to enemies anyway.
    
    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.
    
    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 the best 1st level ranger spell, the damage can be quite high,
    especially against creatures weak against fire or light, and blinding gives
    other advantages. Take as many as you can.
    
    Summon nature's ally I
    Casting time:     6
    Duration:         1 round/level
    Effect:           Summons 1 random creature.
    These spells are useless for the ranger. As rangers must wait a long time for
    their spells, the enemies improve so quickly that summoned creatures will be
    much weaker than the enemies. Avoid.
    
    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.
    
    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.
    Limited use, most available weapons to a level 10 ranger will do much more
    damage than this, even with the Str bonus. Don't bother.
    
    Cure light wounds
    Casting time:     5
    Affects:          1 creature
    Effect:           heals 1d8 +1/level(max +5) of damage.
    Rangers 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.
    
    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.
    
    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.
    
    Sleep
    Casting time:     1
    Duration:         5 rounds/level
    Affects:          2d4 creatures in 15 foot radius, ones with 5+ hit dice are
    immune.
    Effect:           Sends affected creatures to sleep, they can't do anything but
    will awaken if they take damage.
    This is extremely poor, it only affects very weak creatures, and you can't even
    damage them without removing the effect. Don't bother.
    
    Summon nature's ally II
    Casting time:     6
    Duration:         1 round/level
    Effect:           Summons 1 random creature. Better than previous versions.
    These spells are useless for the ranger. As rangers must wait a long time for
    their spells, the enemies improve so quickly that summoned creatures will be
    much weaker than the enemies. Avoid.
    
    3rd level spells
    
    Cure moderate wounds
    Casting time:     5
    Affects:          1 creature
    Effect:           heals 2d8 +1/level(max +10) of damage.
    Rangers 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.
    
    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 as
    poison is quite rare in this game.
    
    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.
    
    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 during normal outside areas; up to 3 when fighting cold or
    fire based creatures outside.
    
    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.
    
    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.
    
    Summon nature's ally III
    Casting time:     6
    Duration:         1 round/level
    Effect:           Summons 1 random creature. Better than previous versions.
    These spells are useless for the ranger. As rangers must wait a long time for
    their spells, the enemies improve so quickly that summoned creatures will be
    much weaker than the enemies. Avoid.
    
    4th 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.
    This is a brilliant spell for outside and you could take up to 3 charges. Don't
    bother when going indoors for long periods though.
    
    Cure serious wounds
    Casting time:     7
    Affects:          1 creature
    Effect:           heals 3d8 +1/level(max +15) of damage.
    Rangers 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.
    
    Flame strike
    Casting time:     8
    Saving throw:     R. halves
    Affects:          10 foot radius
    Effect:           all affected creatures take 1d6/level(max 15d6) fire damage.
    This is a brilliant spell, and will always do 15d6 damage because of the time a
    ranger will get this. You can do large amounts of damage to several enemies with
    this. You should take plenty.
    
    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 an giant insect. Improves with caster level.
    As this summoning spell improves with caster level, it is extremely useful for a
    ranger, and is certainly worth taking.
    
    Nondetection
    Casting time:     3
    Duration:         1 hour/level
    Affects:          1 creature
    Effect:           Makes a creature undetectable by spells that reveal hidden or
    invisible creatures.
    Enemies rarely use these spells. Don't bother.
    
    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.
    
    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.
    If you have a level 15 ranger then you should have a much better weapon
    combination than this. Don't bother.
    
    Summon nature's ally IV
    Casting time:     6
    Duration:         1 round/level
    Effect:           Summons 1 random creature. Better than previous versions.
    These spells are useless for the ranger. As rangers must wait a long time for
    their spells, the enemies improve so quickly that summoned creatures will be
    much weaker than the enemies. Avoid.
    
    5th 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.
    
    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.
    
    Iron skins
    Casting time:     1 round
    Duration:         8 hours
    Affects:          caster
    Effect:           caster gets damage reduction of 10/- to bludgeoning, piercing
    and slashing damage. Applies to 1 attack/2 caster levels (max 8 attacks).
    This has some use, and it will always protect against 8 attacks for the ranger,
    but 8 hits is not many and there are much better spells to spend charges on. Not
    worth it.
    
    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.
    This is brilliant, you can send this and hit a long line of enemies, doing 15d8
    damage to each and stunning some, not many become unconscious. Take several 
    charges.
    
    Summon nature's ally V
    Casting time:     6
    Duration:         1 round/level
    Effect:           Summons 1 random creature. Better than previous versions.
    These spells are useless for the ranger. As rangers must wait a long time for
    their spells, the enemies improve so quickly that summoned creatures will be
    much weaker than the enemies. Avoid.
    
    6th level spells
    
    Conjure animals
    Casting time:     9
    Duration:         40 rounds
    Effect:           Summons a mountain bear.
    The mountain bear is powerful, and remains for ages, and is never hostile. This
    is a very nice summon and 1 charge should certainly be taken.
    
    Planar ally: fire elemental
    Casting time:     1 round
    Duration:         3 rounds + 1 round/level
    Effect:           Summons a 16 hit dice fire elemental that will target anything
    not under effects from PROTECTION FROM EVIL(PFE).
    This is a powerful summoning spell, but you need your other characters to have
    plenty of charges of PFE to ensure your own safety. Take a charge, if you are
    prepared to protect yourself a lot first.
    
    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.
    The manual doesn't acknowledge this as available to the ranger, it is however
    and is another useful resistance spell that can be cast by the ranger. It can be
    taken but the level 3 spell STORM SHELL does almost as much and you get many
    more spell charges for that level. Wouldn't bother, though the effects are good.
    
    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
    target after blinding. Worth taking.
    
    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).
    This is brilliant, once you get this the ranger will be level 22, so this will
    always do 16d8 damage. This should be used the moment a long battle begins. Take
    plenty.
    
    Summon nature's ally VI
    Casting time:     6
    Duration:         1 round/level
    Effect:           Summons 1 random creature. Better than previous versions.
    These spells are useless for the ranger. As rangers must wait a long time for
    their spells, the enemies improve so quickly that summoned creatures will be
    much weaker than the enemies. Avoid.
    
    
    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.

    FAQ Display Options: Printable Version