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Chant (Conjuration)
Level: Clr 2, Tempus 2
Range: Caster
Duration: 10 rounds
Casting Time: 1 round
Area of Effect: 30-foot radius
Saving Throw: None
By means of the Chant spell, the cleric brings special favor upon himself and his party, and causes harm to
his enemies. When the Chant spell is completed, all the cleric’s allies in the area of effect gain +1 to attack,
damage, and saving throws, while the cleric’s enemies suffer a -1 penalty to their attacks, damage and saves.
Multiple Chants are not cumulative. This spell requires a moderate amount of concentration by the caster, so
the cleric cannot cast any spells for the Chant’s duration, and his movement is slowed by half.
Chaos (Enchantment)
Level: Sor/Wiz 5
Range: Sight of Caster
Duration: 1 round/level
Casting Time: 5
Area of Effect: 20-foot radius
Saving Throw: Will negates
The effects of this spell are identical to the 4th level spell Confusion in all respects. The victims wander
around as if in a daze, sometimes wandering away, sometimes attacking, either friend or foe. If the victim is
4th level or lower, he does not receive a saving throw versus the effects. However if the victim is 5th level or
higher, he receives a Will save at -4. The spell lasts for the duration or until a successful dispel magic is cast.
Chaotic Commands (Enchantment) [Chaos]
Level: Clr 5, Tempus 5
Range: Sight of Caster
Duration: 10 rounds / level
Casting Time: 3
Area of Effect: 1 creature
Saving Throw: None
Chaotic Commands renders a creature immune to magical commands. Charm, Dominate person, Command,
Sleep, Confusion, and Symbol spells all fit into this category.
Charm Person (Enchantment)
Level: Brd 1, Sor/Wiz 1, Oghma 2
Range: Sight of Caster
Duration: 3 1 / level
Casting Time: 1
Area of Effect: Humanoid of Medium-size
Saving Throw: Will negates
or smaller
This spell affects any single person it is cast upon. The term person includes any bipedal human, demihuman,
or humanoid of man-size or smaller, such as brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-
elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes,
and others. Thus, a 10th-level fighter could be charmed, but an ogre could not. The person receives a Will
save to avoid the effect. If the spell recipient fails his saving throw, he regards the caster as a trusted friend
and ally to be heeded and protected. The caster may give him orders, and the charmed individual will carry
them out as quickly as possible.
If the caster harms, or attempts to harm, the charmed person by some overt action, or if a dispel magic spell
is successfully cast upon the charmed person, the charm spell is broken. If two or more charm effects simul-
taneously affect a creature, the most recent charm takes precedence. Note that the subject has full memory of
the events that took place while he was charmed. Also note that you cannot have a charmed creature leave
the area where he was charmed.
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