
94
Flame Blade (Evocation)
Level: Drd 2
Range: Caster
Duration: 10 1 round/level
Casting Time: 4
Area of Effect: Caster
Saving Throw: None
With this spell, the caster causes a blazing ray of red-hot fire to spring forth from his hand. This blade-like
ray is wielded as if it were a scimitar. Attacks with the Flame Blade are melee touch attacks. The blade deals
1d8 + 6 fire damage but does not gain the caster’s Strength bonus to damage because it is immaterial.
Flame Strike (Evocation)
Level: Clr 5, Drd 4, Rgr 4, Lathander 5
Range: Sight of Caster
Duration: Instantaneous
Casting Time: 8
Area of Effect: 10-foot radius
Saving Throw: Reflex half
When the caster evokes Flame Strike, a vertical column of fire blasts downward into the area of effect. All
creatures caught in the area of effect take 1d6 fire damage per caster level (maximum 15d6), with Reflex
save for half damage.
Flaying (Necromancy)
Level: Sor/Wiz 8, Bane 8
Range: Sight of Caster
Duration: 10 rounds
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: Fortitude half
This horrid spell strips the flesh from a target. The target creature takes 1d4 slashing damage per caster level.
In addition, the creature is afflicted with a magically induced bleeding wound that deals 1 damage for every 5
caster levels per round for the duration of the spell. A successful Fortitude save will halve the initial damage
and negate the bleeding wound.
Flesh to Stone (Transmutation)
Level: Sor/Wiz 6
Range: Sight of Caster
Duration: Permanent
Casting Time: 6
Area of Effect: 1 creature
Saving Throw: Fortitude negates
This spell turns a creature to stone. They are allowed a Fortitude save to avoid the effect. The effects of this
spell may be reversed with the 6th level wizard/sorcerer spell, Stone to Flesh.
Freedom of Movement (Abjuration)
Level: Clr 4, Drd 4, Pal 4, Rgr 4
Range: Touch
Duration: 10 rounds / level
Casting Time: 7
Area of Effect: 1 creature
Saving Throw: None
This spell gives the affected creature an immunity to magic that impedes movement (such as Grease, Web or
Slow spells) and negates the effects of paralysis and hold spells.
Frost Fingers (Transmutation)
Level: Drd 1
Range: Caster
Duration: Instantaneous
Casting Time: 1
Area of Effect: 5-foot long, 120 degree arc
Saving Throw: Reflex half
Upon completion of this spell chilling frost emanates from the caster’s hands in the shape of a wedge in front
of her. Any creature caught in the area of effect suffers 1d3 cold damage plus 1 cold damage per caster level,
to a maximum of 1d3 + 10 cold damage. In addition the creature is slowed for 2 rounds. A successful Reflex
save halves the damage and negates the slow effect.
94
IWD2 PDF Manual 4/28/03 12:22 PM Page 94