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Resurrection (Necromancy)
Level: Clr 7, Lathander 8
Range: Touch
Duration: Instantaneous
Casting Time: 10 rounds
Area of Effect: 1 creature
Saving Throw: None
Restoring life to the dead is one of the cleric’s most powerful spells. Resurrection can restore a character to
life with full hit points; the deceased character must be in the party for this spell to work. Resurrection will
not work on someone killed by a Death Spell, Finger of Death, Destruction, or Disintegrate. Unlike Raise
Dead, Resurrection will work on elven characters.
Note that when this spell is inscribed on a scroll, its power and range is diminished. A scroll of Resurrection
only works when invoked at the place where the target died; if the caster leaves the area and attempts to res-
urrect his companion, the scroll will not work.
Rigid Thinking (Enchantment)
Level: Clr 3, Bane 3
Range: Sight of Caster
Duration: 1 round/level
Casting Time: 5
Area of Effect: 1 creature
Saving Throw: Will negates
The target of this spell must make a Will save or randomly wander, attack the nearest person, or stand confused.
Sanctuary (Abjuration)
Level: Clr 1, Selune 1
Range: Touch
Duration: 1 round/level
Casting Time: 6
Area of Effect: 1 Creature
Saving Throw: None
This spell prohibits enemies of the warded creature from taking offensive action against him. While protected
by this spell, the subject cannot perform any action other than movement without breaking the spell’s effects.
See Invisibility (Divination)
Level: Brd 2, Sor/Wiz 2, Oghma 2
Range: Sight of Caster
Duration: Instant
Casting Time: 2
Area of Effect: Sight of Caster
Saving Throw: None
When the wizard casts a See Invisibility spell, he dispels any invisibility and reveals any hidden characters in
the area of effect (i.e., thieves using stealth). Note: if an invisible creature enters the area of effect after the
spell has already been cast, the creature will remain invisible.
Seven Eyes (Abjuration)
Level: Sor/Wiz 7, Helm 8
Range: Caster
Duration: 20 rounds
Casting Time: 7
Area of Effect: Caster
Saving Throw: None
This spell conjures forth seven magical orbs that float in a ring above the caster’s head. Each eye has a defen-
sive and offensive ability, though once either one is used the eye will lose its power. Any subsequent castings
of Seven Eyes will fail if cast before the expiration time, whether or not any eyes remain. The powers of each
eye are described below.
Eye of the Mind
- This orb protects the caster against mental attacks, such as charm, emotion, and
fear. The eye may be expended as the 1st level wizard spell Charm Person.
Eye of the Sword
- This eye deflects the first physical damaging attack that strikes the caster. The eye
may be expended as the 1st level wizard spell Magic Missile (5 missiles).
Eye of the Mage
- This eye absorbs one manifestation of fire, electrical, cold, or acid damage. The eye
can also be expended as the 3rd level wizard spell Lightning Bolt (4d8 damage).
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