User manual GAMES PC ICEWIND DALE-HEART OF WINTER

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[. . . ] TM TABLE OF CONTENTS Heart Of Winter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47 BLACK ISLE STUDIOS 1 HEART OF WINTER Heart of Winter is an expansion pack to Icewind Dale, and allows your characters to continue their adventures in the snow-swept north of the Forgotten Realms campaign setting. Using Bioware's Infinity engine and the Advanced Dungeons & Dragons rules, Black Isle Studios has expanded the northern reaches of Icewind Dale, providing a whole host of new challenges for your characters, along with new spells, items, and enemies. Although Heart of Winter is an expansion pack, be warned: The dangers you face are greater than the ones in Icewind Dale, and the threat to the whole of the Forgotten Realms is even greater. [. . . ] Creatures 5 hit dice and under caught within the Great Shout instantly die. 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. This spell has no affect on undead, constructs, or extraplanar creatures. Cause Light Wounds cannot be cast by good characters. Sunscorch (Invocation) Level: 1 Sphere: Sun Range: Sight of Caster Duration: Instantaneous Casting Time: 4 Area of Effect: 1 creature Saving Throw: Half 20 ICEWIND DALE TM Heart of Winter When this spell is cast, a brilliant ray of scorching heat slants down from the sky and strikes one target of the caster's choice. Any creature struck by the ray sustains 1d6 points of damage, plus 1 point per caster level. Undead creatures and monsters vulnerable to bright light sustain 1d6 points of damage, plus 2 points per level of the caster. In addition to sustaining damage, living victims are also blinded for 3 rounds by the spell. PRIEST SPELLS, LEVEL TWO Alicorn Lance (Invocation) Level: 2 Sphere: Combat Range: Sight of Caster Duration: Instantaneous Casting Time: 5 Area of Effect: 1 creature Saving Throw: Half This spell creates a silver-hued, partially ethereal lance shaped in the form of an alicorn (a unicorn horn). The spellcaster chooses a target and the alicorn lance instantaneously fires at it, inflicting 3d6 points of piercing damage, with a saving throw for half damage. Although the alicorn lance dissipates after it strikes, it leaves a silvery radiance around the target that makes it easier to see and hit, giving it a -2 penalty to its AC for 3 rounds. Beast Claw (Alteration) Level: 2 Sphere: Combat Range: Caster Duration: 1 turn Casting Time: 5 Area of Effect: Caster Saving Throw: None This spell transforms the caster's arms into the claws of a mighty beast, giving the caster 18/72 strength and the ability to rake an opponent for 2d4 (+3 strength bonus) points of slashing damage. The caster can attack twice per round with the beast claws, with a +2 bonus to hit. Cause Moderate Wounds (Necromancy) Level: 2 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 11 points of damage (save for half damage) to the creature's body. This spell has no affect on undead, constructs, or extraplanar creatures. Cause Moderate Wounds cannot be cast by good characters. BLACK ISLE STUDIOS 21 PRIEST SPELLS, LEVEL THREE Cause Disease (Necromancy) Level: 3 Sphere: Healing Range: Touch Duration: 8 hours Casting Time: 1 round Area of Effect: 1 creature Saving Throw: Neg. This spell afflicts one creature the priest touches with a disease that saps the target of 5-20 points of strength. This spell has no affect on undead, constructs, or extraplanar creatures. Cause Disease cannot be cast by good characters. Circle of Bones (Necromancy) Level: 3 Sphere: Guardian/Creation Range: Caster Duration: 3 rounds Casting Time: 3 Area of Effect: 3-foot radius Saving Throw: None This spell conjures forth a barrier of floating bones that spin rapidly around the caster. Anyone entering their path takes 1d6 crushing damage and 1d6 slashing damage per round. Circle of Bones cannot be cast by good characters. Cloudburst (Invocation) Level: 3 Sphere: Elemental (Water) Range: Sight of Caster Duration: 2 rounds Casting Time: 6 Area of Effect: 30-foot radius Saving Throw: None This spell brings forth a magical rain that saturates the area of effect. [. . . ] NOTICE: Interplay reserves the right to make modifications or improvements to the product described in this manual at any time and without notice. HINT LINE Stumped?!?!Or do you just want to know the latest codes and tricks for this and many other Interplay titles??Well, look no further because the solution for all these problems is just a phone call away. Pick up the phone and call the Interplay Hintline at 1. 900. 370. PLAY<7529> (or 1. 900. 370. 6869 for all our Canadian friends). [. . . ]

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