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Moon Motes (Invocation)
Level: Selune 2
Range: Caster
Duration: Instantaneous
Casting Time: 3
Area of Effect: 5’ x 20’ x 20’ cone
Saving Throw: Reflex Half
This spell calls upon Selune’s connection with moonlight and magic to invoke a spray of glowing spheres. The
spell causes 4-16 points of magical energy damage to every creature caught in its path.
Moonblade (Evocation)
Level: Clr 3, Drd 3, Selune 3
Range: Caster
Duration: 20 rounds
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.
Mordenkainen’s Force Missiles (Evocation)
Level: Sor/Wiz 4
Range: Sight of Caster
Duration: Instantaneous
Casting Time: 4
Area of Effect: Special
Saving Throw: Special
This spell creates a brilliant globe of magical energy that streaks forth from the caster’s hand to unerringly
strike its target, much like a Magic Missile spell. The wizard creates one missile at 7th level, and an addition-
al missile at every third level after 7th - in other words, two missiles at 10th level, three at 13th, four at 16th,
and so on, to a maximum of seven missiles at 25th level. Each missile inflicts 2d4 points of damage to the tar-
get and then bursts in a 5-foot radius concussive blast that inflicts 1 point of damage per level of the caster -
for example, a 12th-level wizard could conjure two force missiles, each of which strikes for 2d4+12 points of
damage. Creatures taking damage may attempt a Reflex save to negate the concussion damage, but the impact
of the missile itself allows no saving throw. The 1st level wizard spell Shield will absorb the force missiles
harmlessly, including the concussion damage.
Mordenkainen’s Sword (Evocation)
Level: Sor/Wiz 7
Range: Sight of Caster
Duration: 1 round/level
Casting Time: 7
Area of Effect: Special
Saving Throw: None
This spell summons a shimmering sword of force that can be mentally wielded by the caster. Despite the fact
it is held in the hand, it can hit creatures anywhere within the sight of the caster. The sword has a bonus to
attack equal to the caster’s level plus 4 and damages its target for 4d6+3 points of damage. It is a considered
a +3 weapon, so it can damage creatures normally that are resistant to damage from lesser magical items.
Negative Energy Protection (Abjuration)
Level: Clr 3, Lathander 3
Range: Touch
Duration: 1 round/level
Casting Time: 1 round
Area of Effect: 1 creature
Saving Throw: None
This spell employs positive energy to ward off the effects of negative energy from attacks such as those
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