always summons 16 hit dice elementals. The elementals are initially hostile to the caster. Any creature not
under the effects of Protection from Evil will be subject to the elementals’ attacks.
Emotion: Fear (Enchantment)
Level: Brd 3, Sor/Wiz 4
Range: Sight of Caster
Duration: 5 rounds
Casting Time: 4
Area of Effect: Living creatures in 15’ radius
Saving Throw: Will negates
This spell creates the emotion of fear within the area of effect. All creatures affected by the spell flee for 5 rounds.
Emotion: Hope (Enchantment)
Level: Brd 3, Sor/Wiz 4, Ilmater 4
Range: Sight of Caster
Duration: 50 rounds
Casting Time: 4
Area of Effect: Living creatures in 15’ radius
Saving Throw: Will negates
This spell creates the emotion of hope within the area of effect. All creatures affected by the spell gain a +2
on their saving throws, attack rolls and damage rolls.
Emotion: Despair (Enchantment)
Level: Brd 3, Sor/Wiz 4, Bane 4, Mask 4
Range: Sight of Caster
Duration: 5 rounds
Casting Time: 4
Area of Effect: Living creatures in 15’ radius
Saving Throw: Will negates
This spell creates the emotion of despair within the area of effect. All creatures affected by the spell gain a -2
on their saving throws, attack bonuses, and damage rolls.
Emotion: Rage (Enchantment)
Level: Brd 3, Sor/Wiz 4, Selune 4
Range: Sight of Caster
Duration: 5 rounds
Casting Time: 4
Area of Effect: 10-foot radius
Saving Throw: None
This spell creates the emotion of rage within the area of effect. All creatures affected by the spell gain +2 to
Strength and Constitution, a +1 bonus to Will Saves, and a -1 penalty to AC. This spell does not stack with
barbarian rage.
Entangle (Transmutation)
Level: Drd 1, Rgr 1
Range: Sight of Caster
Duration: 10 rounds
Casting Time: 4
Area of Effect: 20-foot radius
Saving Throw: Reflex partial
When an Entangle spell is cast, it must be cast outside, otherwise it will not work and the spell is wasted. It
causes vines to sprout forth from the ground to wrap, twist, and entwine any creatures in the area of effect,
preventing movement. Creatures must make a Reflex save every round in order to move through the entan-
gled area. Entangled creatures can still perform normal actions but cannot move and suffer a -2 penalty to
attack rolls and a -4 penalty to dexterity. All creatures within the area of effect who make their Reflex save
move at half rate.
Exaltation (Abjuration)
Level: Clr 3, Helm 3
Range: Touch
Duration: 10 rounds
Casting Time: 1 round
Area of Effect: 1 creature
Saving Throw: None
This spell enables a cleric to aid and protect any one being other than the cleric. By touch, the caster
removes the effects of fear, sleep, feeblemindedness, unconsciousness, intoxication, as well as berserk, con-
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