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attacks that affect the body or mind of the character. The ability to make successful saving throws improves as
the character increases in level. If a saving throw is made, this may reduce damage or prevent the effects of a
spell or attack entirely. Some spells (e.g. Protection spells), items, and feats greatly improve saving throws
against different types of attacks.
Fortitude Saves:
These saves measure your ability to stand up to massive physical punishment or attacks
against your vitality and health such as poison, paralysis, and magic that causes instant death. Apply your
Constitution modifier to your Fortitude saving throws. Fortitude saving throws can be made against attack or
effects such as poison, disease, paralysis, petrification, energy drain, destruction, and disintegrate.
Reflex Saves:
These saves test your ability to dodge massive attacks such as a wizard’s fireball or the lethal
breath of a dragon. Apply your Dexterity modifier to your Reflex saving throws. Reflex saves can be made
against attacks or effects such as pit traps, catching on fire, fireball, lightning bolt, and dragon breath.
Will Saves:
These saves reflect your resistance to mental influence and domination as well as many magi-
cal effects. Apply your Wisdom modifier to your Will saving throws. Will saves can be made against attacks
or effects such charm person, hold person, and most illusion spells.
Combat Effects and Recovery
Damage, wounds, and death are what can happen to a character when an opponent attacks him successfully.
Damage can also occur as a result of poison, fire, falling, acid, and by trying anything even remotely danger-
ous in the real world. Damage from most attacks is measured in hit points (hp). Each character has a cur-
rent hit point total and a maximum hit point total. Each time a character is hit, he suffers points of damage.
These points are subtracted from the character’s current hit point total. When this reaches 0, they are dead. If
one of your characters suffers massive damage (i.e., leaves no body except a fountain of chunks), he or she
can only be returned to life by means of a Resurrection spell.
Healing, Hit Points, and Debilitating Effects
Players can regain lost hit points by healing - naturally or magically. The only limit to the amount of damage a
character can recover through healing is the maximum hit points the character has. (Note: some spells can
improve maximum hit points, but only for a limited period of time.)
Natural Healing
Characters heal naturally a number of hit points equal to their level per period (eight hours) of rest. If a
character rests in a comfortable room in an inn, he or she will recover hit points. The better (and more
comfortable) the room is, the more hit points are healed - but the better the room, the greater the cost.
Camping in the wilds will allow for memorization of spells, but will not allow many hit points to be regained.
Resting is only possible when there are no enemies within visible range of your party - if there are, you must
move away, or make them your friends (Charm, dialogue, etc.) before you can rest. Some creatures may
attack your party while resting; if this happens, you will not heal or memorize spells.
In Icewind Dale II, resting is normally allowed only in inns, outdoor areas (provided all the monsters in the
vicinity or on the map have been slain), or with permission from a local resident.
Magical Healing
Healing spells, potions, and magical devices can speed the process of healing, closing wounds instantly and
restoring the party’s effectiveness in seconds. Magical healing is particularly useful in the midst of combat or
in preparation for a dangerous encounter.
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