Overview Arcane Spell Listing Divine Spell Listing

IWDification: Divine Spell Listing

IWDification is a mod to bring some of the elements of Icewind Dale into the Baldur's Gate series of games. A lot of this project is based upon the work of the IWD-in-BG2 conversion project.

The mod is currently an open beta so expect some bugs here and there. Please report them on the forums so that they can be addressed.

This component adds about 35 divine spells from Icewind Dale and does not alter existing BG2 spells to match their IWD counterparts. Divine spellcasters will receive these spells, as appropriate, in their spellbooks as they level up. Joinable NPCs also receive updates to their spellbooks to account for the new spells. Druid/ranger-only spells are in green; cleric/paladin-only spells are in blue. Spells may have additional alignment restrictions noted in their descriptions.

Curse (Conjuration/Summoning)
Level: 1
Sphere: All
Range: Sight of Caster
Duration: 6 rounds
Casting Time: 1 round
Area of Effect: 25-foot radius
Saving Throw: None
When the Curse spell is uttered, the caster lowers the morale of enemy creatures and penalizes their saving throws and attack rolls by -1. At the instant the spell is completed, it affects all creatures in a 50-foot cube centered on the point selected by the caster (thus, affected creatures leaving the area are still subject to the spell's effect; those entering the area after the casting is completed are not).

Cause Light Wounds (Necromancy)
Level: 1
Sphere: Healing
Range: Touch
Duration: Permanent
Casting Time: 5
Area of Effect: 1 creature
Saving Throw: 1/2
When casting this spell and touching a creature, the priest deals 8 points of damage (save for half damage) to the creature's body. This spell has no effect on undead, constructs, or extraplanar creatures. Cause Light Wounds cannot be cast by good characters.

Sunscorch (Invocation)
Level: 1
Sphere: Sun
Range: Sight of Caster
Duration: Instantaneous
Casting Time: 4
Area of Effect: 1 creature
Saving Throw: 1/2
When this spell is cast, a brilliant ray of scorching heat slants down from the sky and strikes one target of the caster's choice. The victim is allowed a saving throw vs. spell to take half damage. Any creature struck by the ray sustains 1d6 points of damage, plus 1 point per caster level. Undead creatures and monsters vulnerable to bright light sustain 1d6 points of damage, plus 2 points per level of the caster. In addition to sustaining damage, victims are also blinded for 3 rounds by the spell.

Alicorn Lance
(Invocation)
Level: 2
Sphere: Combat
Range: Sight of Caster
Duration: Instantaneous
Casting Time: 5
Area of Effect: 1 creature
Saving Throw: 1/2
This spell creates a silver-hued, partially ethereal lance shaped in the form of an alicorn (a unicorn horn). The spellcaster chooses a target and the alicorn lance instantaneously fires at it, inflicting 3d6 points of piercing damage, with a saving throw for half damage. Although the alicorn lance dissipates after it strikes, it leaves a silvery radiance around the target that makes it easier to see and hit, giving it a -2 penalty to its AC for 3 rounds.

Beast Claw
(Alteration)
Level: 2
Sphere: Combat
Range: Caster
Duration: 1 turn
Casting Time: 5
Area of Effect: Caster
Saving Throw: None
This spell transforms the caster's arms into the claws of a mighty beast, giving the caster 18/72 strength and the ability to rake an opponent for 2d4 (+ strength bonus) points of slashing damage. The caster can attack twice per round with the beast claws, with a +2 bonus to hit.

Cure Moderate Wounds
(Necromancy)
Sphere: Healing
Level: 2
Range: Touch
Duration: Instantaneous
Casting Time: 5
Area of Effect: 1 creature
Saving Throw: None
A stronger version of the 1st level priest spell Cure Light Wounds, Cure Moderate Wounds heals 11 points of damage to a living creature.

Cause Moderate Wounds (Necromancy)
Level: 2
Sphere: Healing
Range: Touch
Duration: Permanent
Casting Time: 5
Area of Effect: 1 creature
Saving Throw: 1/2
When casting this spell and touching a creature, the priest deals 11 points of damage (save for half damage) to the creature's body. This spell has no effect on undead, constructs, or extraplanar creatures. Cause Moderate Wounds cannot be cast by good characters.

Prayer (Conjuration/Summoning)
Level: 3
Sphere: Combat
Range: Caster
Duration: 1 round/level
Casting Time: 6
Area of Effect: 60-foot radius
Saving Throw: None
Prayer bestows favor on the priest and his allies, and curses their enemies. All attacks, damage, and saving throws by friendly characters gain +1, while enemy attacks, damage rolls and saves are all penalized by 1. Any creatures caught in the area of effect when the spell is cast will continue to be affected by the spell when they leave the area, so if the fighters want to chase down that fleeing goblin, the effects of the Prayer will follow him.

Cause Disease (Necromancy)
Level: 3
Sphere: Healing
Range: Touch
Duration: 8 hours
Casting Time: 1 round
Area of Effect: 1 creature
Saving Throw: Neg.
This spell afflicts one creature the priest touches with a disease that saps the target of 5-20 points of strength. A saving throw vs. spell will negate the effects. This spell has no effect on undead, constructs, or extraplanar creatures. Cause Disease cannot be cast by good characters.

Exaltation (Abjuration)
Level: 3
Sphere: Healing
Range: Touch
Duration: 1 turn
Casting Time: 1 round
Area of Effect: 1 creature
Saving Throw: None
This spell enables a priest to aid and protect any one being other than the priest. By touch, the caster removes the effects of fear, sleep, feeblemindedness, unconsciousness, intoxication, as well as berserk and confused states of mind. In addition, the recipient is protected against spells and other attacks that cause these effects for the duration of the spell.

Moonblade (Invocation)
Level: 3
Sphere: Combat, Sun
Range: Caster
Duration: 2 turns
Casting Time: 6
Area of Effect: Caster
Saving Throw: None
This spell summons forth a silent, weightless sword-like construct made of moonlight that extends 4 feet from the caster's hand. The moonblade is considered a +4 weapon for determining what creatures it can damage, though the bonus does not apply to THAC0. In addition, due to the insubstantial nature of the moonblade, melee bonuses from strength do not apply.

The strike of a moonblade drains a target's vitality, inflicting 1d12+4 points of damage, and an additional 1d12 points to undead, who are particularly susceptible. A successful strike also temporarily scrambles magic, causing any spells the target casts in the next round to fail.

Circle of Bones (Necromancy)
Level: 3
Sphere: Guardian/Creation
Range: Caster
Duration: 3 rounds
Casting Time: 3
Area of Effect: 3-foot radius
Saving Throw: None
This spell conjures forth a barrier of floating bones that spin rapidly around the caster. Anyone entering their path takes 1d6 crushing damage and 1d6 slashing damage per round. The caster cannot move for the duration of the spell. Circle of Bones cannot be cast by good characters.

Spike Growth (Alteration)
Level: 3
Sphere: Elemental (Earth)
Range: Sight of Caster
Duration: 1 turn
Casting Time: 6
Area of Effect: 15-foot radius
Saving Throw: None
This spell transforms the surrounding terrain into spiky plants. Any creature entering the area takes 1d4 points of piercing damage and 1d4 points of slashing damage every round until the spell expires.

Cloudburst (Invocation)
Level: 3
Sphere: Elemental (Water)
Range: Sight of Caster
Duration: 2 rounds
Casting Time: 6
Area of Effect: 30-foot radius
Saving Throw: None
This spell brings forth a magical rain that saturates the area of effect. All cold and fire-using/dwelling creatures take 2d3 points of damage per round. In addition, all creatures in the area have a 50% chance per round of being struck by bolts of lightning that deal 2d6 damage, with a saving throw for half damage. Flame Blade spells, Shroud of Flame, and salamander auras are extinguished by Cloudburst.

Storm Shell (Abjuration)
Level: 3
Sphere: Protection, Weather
Range: Caster
Duration: 1 turn
Casting Time: 6
Area of Effect: Caster
Saving Throw: None
This spell surrounds the caster with a dark sphere of disruptive energy that moves with him. The storm shell reduces all fire, cold, and electrical damage to the caster by 50%.

Giant Insect (Alteration)
Level: 4
Sphere: Animal
Range: Sight of Caster
Duration: 8 hours
Casting Time: 7
Area of Effect: 1-6 insects
Saving Throw: None
This spell summons small insects to the caster, then enlarges them to giant size, turning them into fearsome allies. The strength and kind of the insects varies according to the caster's level; the higher level the caster, the stronger insects that are summoned.

Giant Insect requires beetle animations added by Infinity Animations, and will be skipped without them.

Produce Fire (Alteration)
Level: 4
Sphere: Elemental (Fire)
Range: Sight of Caster
Duration: 1 round
Casting Time: 7
Area of Effect: 6-foot radius
Saving Throw: None
When cast, flames erupt from the target point, doing 1-4 hit points of fire damage plus 1 point per level of the caster to all creatures within the area of effect.

Static Charge (Alteration)
Level: 4
Sphere: Weather
Range: Caster
Duration: 1 turn/level
Casting Time: 1 round
Area of Effect: Sight of Caster
Saving Throw: 1/2
Static Charge is similar to call lightning except it can be used indoors. This spell allows the caster to generate a static charge around any creature within the area of effect, doing 2-16 points of electrical damage, plus an additional 1-8 points for each of the caster's experience levels. The charge keeps going off, once every turn, for the duration of the spell.

Recitation
(Abjuration, Invocation/Evocation)
Level: 4
Sphere: Combat
Range: Caster
Duration: 1 round/level
Casting Time: 7
Area of Effect: 60-foot radius
Saving Throw: None
By reciting a sacred passage or declaration, the priest invokes his deity's blessing upon himself and his allies, while sowing confusion and weakness among his enemies. The priest's allies gain a +2 bonus to their attack and saving throws, and enemies of the priest receive a -2 penalty to their attacks and saving throws. This spell does not nullify a prayer spell - the two may be cast in tandem, and the effects are cumulative.

Blood Rage (Alteration)
Level: 4
Sphere: Combat
Range: Sight of Caster
Duration: 2 turns
Casting Time: 7
Area of Effect: 1 allied creature
Saving Throw: None
This spell works only on player characters or allied creatures. When cast, the target of this spell goes berserk, attacking the nearest creature until that creature is dead, then moving to the next target. While under Blood Rage, the target is immune to charm, sleep, fear, hold, stunning, confusion, emotion, symbol spells, and related effects. In addition, the target gains +2 to hit, +3 to damage, +2 strength, 10 extra hit points, and a bonus to his/her movement rate. The spell has several disadvantages, however. The hit points of the target are masked for the duration of the spell, and the target cannot benefit from any effect that heals hit points. At the end of the spell's duration, the target becomes fatigued and their Strength drops to 3 for 2 turns. Blood Rage cannot affect creatures of lawful alignment and cannot be cast by lawful characters.

Cloud of Pestilence (Alteration)
Level: 4
Sphere: Combat, Elemental (Air)
Range: Sight of Caster
Duration: 4 rounds
Casting Time: 7
Area of Effect: 20-foot radius
Saving Throw: Neg.
This spell transforms the air in a 20-foot radius into sickening, grayish mists. The caster and non-living creatures are immune to the effects of the cloud. Every round of exposure to the disease-ridden air causes the loss of 3 points of strength and dexterity, 3 points of damage, and blindness. These effects last 1 turn. Cloud of Pestilence can only be cast by evil characters.

Unfailing Endurance (Necromancy)
Level: 4
Sphere: Necromantic
Range: Touch
Duration: Instantaneous
Casting Time: 1 round
Area of Effect: 1 creature
Saving Throw: None
This spell restores the stamina of the creature touched, bringing back the energy lost from a day and a half of exertion. Note that this may not be sufficient to bring a character out of the "fatigued" state.

Star Metal Cudgel (Conjuration)
Level: 4
Sphere: Combat
Range: Caster
Duration: 3 turns
Casting Time: 7
Area of Effect: Caster
Saving Throw: None
This spell creates a meteoric iron magical club that is +2 to hit and damage, and treated as a +4 weapon for purposes of what it can hit. Proficiency, strength, and specialization bonuses and penalties apply. It does an additional 2d6 points of crushing damage against unnatural creatures (undead, elementals, golems, outer planar creatures, etc.)

Thorn Spray (Alteration)
Level: 4
Sphere: Plant
Range: Special
Duration: Instantaneous
Casting Time: 3
Area of Effect: 30-foot long, 25-foot wide cone
Saving Throw: 1/2
By means of this spell, the caster can cause a spray of barbs, spikes, thorns, and spines to spring forth from his hand. The thorn spray covers a 30-foot long, 60-foot wide cone, inflicting 2d10 points of piercing damage to all creatures within the area of effect, or 1d10 points of damage if a saving throw vs. death is successful.

Righteous Wrath of the Faithful
(Enchantment/Charm)
Level: 5
Sphere: Combat
Range: Caster
Duration: 1 round/level
Casting Time: 8
Area of Effect: 30-foot radius
Saving Throw: None
This spells bestows a form of divine madness upon the priest's allies, improving their combat skills. All the priest's allies in the area of effect gain a +1 to attack rolls and saving throws, plus 1-8 bonus hit points for the duration of the spell (these hit points can take a target beyond their hit point maximum). All creatures of the same alignment, however, gain an extra attack every round and a +2 to their attacks, damage rolls, and saving throws. Anyone affected by Righteous Wrath of the Faithful will suffer fatigue when the spell wears off.

Spike Stones
(Alteration, Enchantment)
Level: 5
Sphere: Elemental (Earth)
Range: Sight of Caster
Duration: 12 rounds
Casting Time: 6
Area of Effect: 15-foot radius
Saving Throw: None
This spell warps the surrounding rock, reshaping the terrain into spiked projections that blend into the background. Any creature entering the area takes 2d4 hit points of piercing damage per round and must make a save vs. spell or have its movement rate reduced by 30%.

Shield of Lathander
(Conjuration)
Level: 5
Sphere: Guardian
Range: Touch
Duration: 2 rounds
Casting Time: 8
Area of Effect: 1 creature
Saving Throw: None
This spell grants a target immunity to damage for the duration of the spell. Evil creatures cannot be protected by a Shield of Lathander. Only non-evil characters can cast a Shield of Lathander.

Undead Ward (Necromancy)
Level: 5
Sphere: Wards
Range: Caster
Duration: 1 turn
Casting Time: 7
Area of Effect: 20-foot radius
Saving Throw: None
This spell amplifies the influence a priest has over undead, though it is tied to the area surrounding the priest where cast and does not move. Any undead creature entering the area of effect is affected as if turned by the priest that cast this spell. If the turning fails, the undead creature is immune to further turning attempts by the spell unless it leaves and reenters the area of effect.

Animal Rage (Enchantment)
Level: 5
Sphere: Combat
Range: Touch
Duration: 15 rounds
Casting Time: 8
Area of Effect: 1 creature
Saving Throw: None
This spell imbues the target creature with animal ferocity. The target creature gains a strength of 19, +20 hit points, +20% movement, and +2 to all saving throws. The target loses the ability to cast spells while Animal Rage is in effect. He or she can be controlled normally unless enemies are within sight, at which time the target immediately attacks in melee, using whatever is in hand. There is a 5% chance per round that the target will go berserk, attacking friend and foe alike.

Whirlwind
Level: 6
Range: 35 Yards
Duration: 5 rounds
Casting Time: 9
Area of Effect: 20' radius area
Saving Throw: Special

This spell creates a small whirlwind, which the caster can direct to a location within his sight. This newly formed whirlwind starts to randomly wander around the target area, hurling away every creature in its path, be it friend or foe. Those who cannot escape automatically suffer 2d8 crushing and 2d8 slashing damage, and must save vs. breath or fall unconscious for two rounds. The whirlwind instantly kills creatures with less than 3 Hit Dice.

Once a whirlwind has been summoned the druid has no control over these raging winds, so this spell must be used with caution.

Entropy Shield (Abjuration)
Level: 6
Sphere: Protection
Range: Caster
Duration: 1 round/level
Casting Time: 9
Area of Effect: Caster
Saving Throw: None
When cast, this spell surrounds the caster with a defensive maelstrom of energy that blocks or deflects many attacks. This gives the priest a +6 bonus to armor class and a 50% resistance to most attack forms: electricity, fire, cold, and so on. It also gives the caster +2 to all his/her saving throws and immunity to all missile-based attacks.

Symbol of Pain
(Conjuration/Summoning)
Level: 7
Sphere: Guardian
Range: Sight of Caster
Duration: 2-20 turns
Casting Time: 3
Area of Effect: 60-foot radius
Saving Throw: Neg.
All creatures within 60 feet of the Symbol of Pain when it's invoked must make a saving throw vs. spell. If failed, they are overwhelmed by pain, suffering a -4 to their attack rolls, a -2 to Dexterity and a -2 to their Armor Class.

Symbol of Hopelessness
(Conjuration/Summoning)
Level: 7
Sphere: Guardian
Range: Sight of Caster
Duration: 2 turns
Casting Time: 3
Area of Effect: 60-foot radius
Saving Throw: Neg.
All creatures within 60 feet of the symbol of hopelessness when it's invoked must make a saving throw vs. spell with a -2 penalty. If failed, they will stand in place, overwhelmed by dejection and surrender. They will make no move to defend themselves from attack.

Impervious Sanctity of Mind
(Abjuration)
Level: 7
Sphere: Protection
Range: Caster
Duration: 1 turn/level
Casting Time: 1 round
Area of Effect: Caster
Saving Throw: None
This spell steels the caster's mind against any outside influence. Charm, Command, Confusion, Domination, Fear, Feeblemind, Hold, Sleep and any psionic attack directed at the caster will fail as long as this spell is in effect.

Destruction (Necromancy)
Level: 7
Sphere: Healing
Range: Touch
Duration: Instantaneous
Casting Time: 1 round
Area of Effect: Caster
Saving Throw: Special
This spell instantly destroys a target, blasting them into small chunks. The victim is allowed a save vs. death at -4; if successful, the target takes 8d6 points of damage instead of being destroyed. Destruction can only be cast by evil characters. Note that a character struck with a Destruction spell cannot be raised from the dead with a Raise Dead or Resurrection spell.

Greater Shield of Lathander
(Conjuration)
Level: 7
Sphere: Guardian
Range: Touch
Duration: 3 rounds
Casting Time: 1 round
Area of Effect: 1 creature
Saving Throw: None
This spell grants a target 100% magic resistance and immunity to damage for the duration of the spell. Evil creatures cannot be protected by a Greater Shield of Lathander. This spell can only be cast by good characters.

Mist of Eldath (Invocation)
Level: 7
Sphere: Elemental
Range: Sight of Caster
Duration: 1 round
Casting Time: 1 round
Area of Effect: 10-foot radius
Saving Throw: None
This spell blankets the area of effect with a silver-blue mist - any creature within the mist will be cured of disease, poison, and healed of 25 points of damage.

Stalker (Conjuration)
Level: 7
Sphere: Plant
Range: Sight of Caster
Duration: 8 hours
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None
This spell creates two shambling mounds. These creatures willingly aid the caster in combat or whatever other duties they are assigned and have the capability to carry out.