Spike Growth (Transmutation)
Level: Drd 3
Range: Sight of Caster
Duration: 10 rounds
Casting Time: 6
Area of Effect: 20-foot radius
Saving Throw: Reflex partial
This spell transforms the surrounding terrain into spiky plants. Any creature entering the area takes 1d4
points of piercing damage and must make a Reflex save or suffer injuries to the feet that slow the character’s
speed by one-third.
Spike Stones (Transmutation)
Level: Drd 4
Range: Sight of Caster
Duration: 12 rounds
Casting Time: 6
Area of Effect: 15-foot radius
Saving Throw: Reflex half
This spell warps the surrounding rock, reshaping the terrain into spiked projections that blend into the back-
ground. Any creature entering the area takes 1d8 hit points of piercing damage per round and must make a
Reflex save or have its movement rate reduced by half.
Spirit Armor (Necromancy)
Level: Brd 4, Sor/Wiz 4
Range: Touch
Duration: 5 rounds/level
Casting Time: 3
Area of Effect: 1 creature
Saving Throw: None
This spell creates a corporeal barrier around the target’s body by tapping into the target’s life force. The
armor itself is weightless, and does not hinder movement or spell casting. In addition, the Spirit Armor will
not work cumulatively with any other armor, however, dexterity, deflection, and shield bonuses still apply.
While in effect, the armor bonus is +6, as if he were wearing splint mail. Also, due to the magical nature of
the spell, the recipient will receive a +3 bonus to Reflex saves. There is a danger to using the target’s life
force to power the spell, as when the spell expires, the external portion of the spirit is temporarily lost and
2d4 points of damage is incurred.
Spiritual Weapon (Evocation)
Level: Clr 2
Casting Time: 5
Range: Caster
Duration: 1 round/level
Saving Throw: None
By calling upon his deity, the caster brings into existence a magical hammer, which may be used as a weapon.
This hammer is composed of pure force and can be used to strike targets from a safe distance, dealing 1d8
bludgeoning damage per strike.
Spiritual Wrath (Evocation)
Level: Drd 6, Pal 6, Helm 7, Tempus 6
Range: Sight of Caster
Duration: Instantaneous
Casting Time: 2
Area of Effect: Special
Saving Throw: Reflex half
Upon completion of this spell, the caster becomes a focus of spiritual energy, which then shoots out from the
caster in four directions, like lightning bolts. The caster specifies the direction of one of the bolts and the
other bolts shoot opposite and perpendicular to that direction, completing a cross-shaped pattern. All crea-
tures in the bolts’ path take 4d10 + 2 points of magic damage, Reflex save for half. Creatures of the same
moral alignment (good, neutral, evil) as the caster are unaffected by the spell.
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