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Star Metal Cudgel (Conjuration)
Level: Rgr 4, Drd 3
Range: Caster
Duration: 30 rounds
Casting Time: 7
Area of Effect: Caster
Saving Throw: None
This spell creates a meteoric iron magical club that is +2 attack bonus 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 bludgeoning damage against undead and constructs.
Static Charge (Transmutation)
Level: Drd 5, Rgr 6, Talos 4
Duration: 10 turns
Casting Time: 1 round
Area of Effect: Sight of Caster
Saving Throw: Reflex half
Static Charge is similar to Call Lightning except it can be used indoors. Upon completion of this spell an
enemy creature within the area of effect is fried by a static discharge for 1d8 electricity damage per caster
level, to a maximum of 16d8 electricity damage. Once released the static charge will build up again on the
caster, discharging once per turn for the duration of the spell.
Stinking Cloud (Conjuration)
Level Sor/Wiz 3
Range: Medium
Duration: 1 round/level
Casting Time: 2
Area of Effect: 30-foot radius
Saving Throw: Fortitude negates
Stinking Cloud creates a billowing mass of noxious vapors up to 30 feet away from the wizard. Any living
creature caught within the cloud must roll a successful Fortitude save or become nauseated, making them
unable to attack, cast spells, concentrate on spells, and so on. These effects last for as long as he or she
remains in the cloud.
Stone to Flesh (Transmutation)
Level: Sor/Wiz 6
Range: Medium
Duration: Permanent
Casting Time: 6
Area of Effect: 1 creature
Saving Throw: None
This spell turns a petrified creature back to normal. If one of your companions has been victimized by a
basilisk or a medusa, this spell will restore them to normal health. The creature must succeed at a Fortitude
save to survive the process however.
Stoneskin (Abjuration)
Level: Sor/Wiz 4, Ilmater 6
Range: Touch
Duration: 10 minutes/level
Casting Time: 1
Area of Effect: Creature touched
Saving Throw: None
The warded creature gains resistance to blows, cuts, stabs, and slashes. The subject gains damage reduction
10/+5. (It ignores the first 10 points of damage, though a weapon with a +5 enhancement bonus or any
magical attack bypasses the reduction.) Once the spell has prevented a total of 10 points of damage per cast-
er level (maximum 150 points), it is discharged.
Storm Shell (Abjuration)
Level: Drd 3, Rgr 3, Talos 3
Range: Caster
Duration: 10 rounds
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
grants a 15/- resistance bonus to fire, cold, and electricity.
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IWD2 PDF Manual 4/28/03 12:22 PM Page 120