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This spell conjures forth a barrier of floating bones that spin rapidly around the caster. Anyone entering their
path takes 1d6 bludgeoning damage and 1d6 slashing damage per round. The caster cannot move for the
duration of the spell.
Cloak of Fear (Conjuration)
Level: Clr 4, Bane 4
Range: Caster
Duration: 3 rounds
Casting Time: 6
Area of Effect: Caster
Saving Throw: Will negates
Cloak of Fear bestows the caster with an aura of fear in a 5-foot radius. All creatures that enter the cloak’s
area of effect must make a Will save or flee in panic for 1 turn, and must continue to make Will saves twice a
round as long as they are in the cloak of fear’s area of effect. The aura does not affect undead creatures.
Cloudkill (Conjuration)
Level: Sor/Wiz 5
Range: Sight of Caster
Duration: 10 rounds
Casting Time: 5
Area of Effect: 15-foot radius
Saving Throw: Fortitude negates
This spell generates a billowing cloud of ghastly yellowish green vapors that is so toxic as to slay any creature
with fewer than 4 Hit Dice, cause creatures with 4 to 6 Hit Dice to roll a Fortitude save or be slain. Holding
one’s breath has no effect on the lethality of the spell. All creatures with 4 Hit Dice or above must leave the
cloud immediately or suffer 1d10 points of poison damage each round while in the area of effect with no save.
Color Spray (Illusion)
Level: Brd 1, Sor/Wiz 1
Range: Caster
Duration: Instantaneous
Casting Time: 1
Area of Effect: 5’ x 20’ x 20’ wedge
Saving Throw: Will negates
This spell creates a vivid, fan-shaped spray of clashing colors to spring forth from the caster’s hand. The spell
affects each creature caught in the area of effect according to its hit dice:
Up to 2: Unconscious for 5 rounds
3 or 4: Blinded for 3 rounds
5 or more: Stunned for 1 round
Blind creatures are not affected by color spray.
Command (Enchantment)
Level: Clr 1, Bane 1
Range: Sight of Caster
Duration: 1 round
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: Will negates
Upon completion of this spell the caster utters a command to the target creature to “die,” which the victim
will do its best to carry out by falling asleep. Creatures with 6 hit dice or more are allowed a Will save to
resist the command. At the end of the round the creature awakens and is unharmed.
Cone of Cold (Evocation)
Level: Sor/Wiz 5
Range: Caster
Duration: Instantaneous
Casting Time: 5
Area of Effect: Cone
Saving Throw: Reflex half
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IWD2 PDF Manual 4/28/03 12:22 PM Page 83