User manual GAMES PC ICEWIND DALE-HEART OF WINTER

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[. . . ] TM TABLE OF CONTENTS Heart Of Winter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 How To Use This Manual . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 About Heart Of Winter. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 Getting Started. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . [. . . ] The wizard may instead choose to expend the eye's power as a Ray of Enfeeblement, dropping a target's strength to 5, reducing its chance to hit, and the damage it deals. Eye of Fortitude ­ this eye blocks one stunning, deafness, blindness, or silence effect. It may alternatively be expended as the 4th-level wizard spell, Shout. 18 ICEWIND DALE TM Heart of Winter Eye of Stone ­ this eye shields the caster from a single petrification attack. It can also be used as the 3rd-level wizard spell, Hold Person. Any subsequent castings of Seven Eyes will fail if cast before the original spell expires, whether or not any eyes remain. Suffocate (Alteration) Level: 7 Range: Sight of Caster Duration: 1 turn Casting Time: 7 Area of Effect: 10-foot radius Saving Throw: Neg. This spell draws the breath out of all creatures within the area of effect. Creatures that do not breathe are unaffected. Suffocating creatures suffer -4 AC, -4 to hit, -6 to Dexterity, one less attack per round, half movement rate, and take 2d4 points of damage per round. A successful saving throw negates the effects for one round. The effects begin to fade when the creature moves out of the area of effect, although it may take a round for a character to catch their second wind. MAGE SPELLS, LEVEL EIGHT Abi-Dalzim's Horrid Wilting (Necromancy) Level: 8 Range: Sight of Caster Duration: Instantaneous Casting Time: 8 Area of Effect: 30-foot radius Saving Throw: Half This spell evaporates moisture from the bodies of every living creature within the area of effect, inflicting 1d8 damage per level of the caster. Affected creatures are allowed a saving throw vs. Water-using/dwelling creatures are instantly destroyed if they fail their saving throws, half damage if successful. Great Shout (Invocation) Level: 8 Range: Caster Duration: Instantaneous Casting Time: 1 Area of Effect: 30 feet long, 10-foot diameter cone Saving Throw: Half Upon uttering the Great Shout, the caster releases a stunning force from his mouth in a 30-foot long, 10-foot diameter cone. The Great Shout is extremely taxing and dangerous to the user. The shout drains 2d4 hit points from the caster and he/she must make a saving throw vs. Creatures 5 hit dice and under caught within the Great Shout instantly die. All other creatures within the area of effect must save vs. Those who fail the save are stunned for 2 rounds, deafened for 4 rounds, and suffer 2d10 points of damage. Those who make the save are stunned for 1 round, deafened for 2 rounds, and suffer 1d10 points of damage. BLACK ISLE STUDIOS 19 Iron Body (Alteration) Level: 8 Range: Caster Duration: 2 turns Casting Time: 8 Area of Effect: Caster Saving Throw: None This spell transforms the caster's body into living iron, granting him several powerful resistances and abilities. While the spell is in effect, the caster is 100% resistant to electricity, 50% resistant to fire, and 25% resistant to crushing damage. Spells that affect respiration or the physiology of the caster are ignored. In addition, the caster's strength is raised to 25, and the caster can attack twice per round with iron fists for 2d4 points of damage + appropriate strength bonuses. Unfortunately, the caster's movement becomes slow and awkward, setting his movement rate to 25% of normal, and he/she cannot cast spells while Iron Body is in effect. Power Word: Blind (Conjuration) Level: 8 Range: Sight of Caster Duration: 1 turn Casting Time: 1 Area of Effect: 10-foot radius Saving Throw: None This spell blinds all enemy creatures within the area of effect for 1 turn or until dispelled. Blind creatures suffer significant penalties to their armor class and chance to hit. NEW PRIEST SPELLS PRIEST SPELLS, LEVEL ONE Cause Light Wounds (Necromancy) Level: 1 Sphere: Healing Range: Touch Duration: Permanent Casting Time: 5 Area of Effect: 1 creature Saving Throw: Half When casting this spell and touching a creature, the priest deals 8 points of damage (save for half damage) to the creature's body. [. . . ] As a company of fanatic gamers, we love the idea of gamers all over the world tapping into cyberspace to see, touch, and feel our latest games. No hype, no marketing campaign; just great games. To BLACK ISLE STUDIOS 47 make it work, our goal is to keep this site fresh and new, to make it a place where you can tell US what you like about our games. . . and what you don't like about them. [. . . ]

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