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Level 8 Wizard Spells, Icewind Dale 2 IWD2


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Level 8 Wizard Spells Icewind Dale 2



There are 14 level 8 Wizard spells in Icewind Dale 2 (IWD2). The best level 8 Wizard spells in IWD2 are Horrid Wilting and Mind Blank.

Fiery Cloud


  • (Conjuration)
  • Level: Sor/Wiz 8
  • Range: Sight of Caster
  • Duration: 10 rounds
  • Casting Time: 2
  • Area of Effect: 10-foot radius
  • Saving Throw: Reflex half

This spell brings forth a thin, smoky cloud that fills the area of effect and initially appears harmless.  However, one round later it sparks and flames, dealing 6d6 points of fire damage to anyone caught in the area of effect. The cloud will continue to flare at regular one round intervals for the duration of the spell.

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.

Great Shout


  • (Evocation)
  • Level: Brd 6, Sor/Wiz 8, Oghma 7
  • Range: Caster
  • Duration: Instantaneous 
  • Casting Time: 1 
  • Area of Effect: 30-feet long, 10-foot diameter
  • Saving Throw: Fortitude half

Upon uttering the Great Shout, the caster releases a stunning force from his mouth in a 30-foot long, 10-foot diameter cone.  Creatures within the area of effect must make a Fortitude save.  Those who fail the save are stunned for 2 rounds, deafened for 4 rounds, and suffer 2d6 points of damage.  Those who make the save are stunned for 1 round, deafened for 2 rounds, and suffer no damage.

Horrid Wilting


  • (Necromancy) 
  • Level: Sor/Wiz 8, Ilmater 9, Talos 9
  • Range: Sight of Caster
  • Duration: Instantaneous
  • Casting Time: 8
  • Area of Effect: 30-foot radius
  • Saving Throw: Fortitude half

This spell evaporates moisture from the bodies of every living creature within the area of effect, inflicting 1d8 points of damage per caster level (Maximum 25d8).  Affected creatures are allowed a Fortitude save for half damage.  Water based creatures are especially vulnerable to this spell and receive a -2 penalty to their saving throws.

Mind Blank


  • (Abjuration)
  • Level: Sor/Wiz 8
  • Range: 10 ft.
  • Duration: 1 Day 
  • Casting Time: 1
  • Area of Effect: One Creature
  • Saving Throw: None

In the interests of one's self-control and privacy, Mind Blank shields a creature's mind from almost any mental effect - Charm, Command, Dominate Person, Fear, Feeblemind, and any scrying by crystal balls or other divination methods. 

Iron Body


  • (Transmutation)
  • Level: Sor/Wiz 8, Helm 8
  • Range: Caster
  • Duration: 10 rounds/level
  • 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 has a 50/+3 damage reduction, takes half damage from fire and acid and is immune to electricity.  Spells that affect respiration or the physiology of the caster are ignored completely, such as poison, blindness, deafness, and disease to name a few.  In addition, the caster gains a +6 strength bonus, a -6 dexterity penalty, and the caster can attack with iron fists for 1d6 crushing damage + strength bonuses.  Unfortunately, the caster's movement becomes slow and awkward under the weight of his new body, setting his movement rate to half its normal rate, and he receives an 80% chance to fail at casting spells.

Power Word Blind


  • (Conjuration) 
  • Level: Brd 8, Sor/Wiz 8, Tempus 7, Bane 8 
  • Range: Sight of Caster
  • Duration: Special
  • Casting Time: 1 
  • Area of Effect: 10-foot radius
  • Saving Throw: None

This spell blinds enemy creatures within the area of effect.  The duration of the blindness depends on the Hit Dice of the creature.  Creatures of 9 or less Hit Dice are blinded permanently, those greater than 9 HD but less than 20 are blinded for 1d4 +1 minutes, while those having 20 or greater Hit Dice are blinded for 1d4+1 rounds.

Summon Fiend


  • (Conjuration) 
  • Level: Sor/Wiz 8
  • Range: Sight of Caster
  • Duration: 15 rounds
  • Casting Time: 1 round
  • Area of Effect: Special 
  • Saving Throw: None 

More powerful than the 7th level variant, casting this spell summons a frenzied demon.  This demon will attack everyone in the area who is not protected by a Protection from Evil spell.  Only desperate or suicidal mages use this spell.


Summon Monster VIII


  • (Conjuration) 
  • Level: Clr 8, Sor/Wiz 8
  • Range: Sight of Caster
  • Duration: 3 rounds + 1 round/level
  • Casting Time: 6
  • Area of Effect: Special 
  • Saving Throw: None 

This spell summons a monster who will aid the caster for the duration of the spell.  The type of creature that comes is random. The creature summoned is more powerful than creatures summoned by lesser versions of this spell.


Symbol of Death


  • (All) 
  • Level: Clr 8, Sor/Wiz 8, Oghma 8
  • Range: Sight of Caster
  • Duration: Instantaneous
  • Casting Time: 3
  • Area of Effect: 30-foot radius 
  • Saving Throw: Fortitude negates

This spell conjures forth a magical glyph imbued with magical power that channels its effects through anyone capable of seeing it.  Creatures must make a Fortitude save or die.  One or more creatures within the radius, whose combined total hit points do not exceed 150, are susceptible to the symbol's effects.


Symbol of Fear


  • (All) 
  • Level: Clr 8, Sor/Wiz 8, Oghma 6
  • Range: Sight of Caster
  • Duration: 10 rounds
  • Casting Time: 3
  • Area of Effect: 30-foot radius 
  • Saving Throw: Will negates

This spell conjures forth a magical glyph imbued with magical power that channels its effects through anyone capable of seeing it.  Creatures are allowed a Will save to resist this spell.  If failed, creatures will be affected by a powerful version of the Fear spell.


Symbol of Hopelessness


  • (All)
  • Level: Clr 8, Sor/Wiz 8, Oghma 7
  • Range: Sight of Caster
  • Duration: 10 rounds
  • Casting Time: 3
  • Area of Effect: 30-foot radius
  • Saving Throw: Will negates

This spell conjures forth a glyph imbued with magical power that channels its effects through any enemy creatures capable of seeing it.  Creatures affected will be overwhelmed by dejection and remain motionless or will lose all hope of winning in combat and flee.  A successful Will save will resist the effects.


Symbol of Pain


  • (All)
  • Level: Clr 8, Sor/Wiz 8, Ilmater 8
  • Range: Sight of Caster
  • Duration: 10 minutes / level
  • Casting Time: 3
  • Area of Effect: 30-foot radius
  • Saving Throw: Fortitude negates

This spell conjures forth a magical glyph imbued with magical power that channels its effects through any enemy creatures capable of seeing it.  Creatures affected will suffer wracking pains throughout their body, reducing their Dexterity scores by 2 and impose a -4 penalty on attack rolls, skill checks and ability checks (Fortitude negates).


Symbol of Stunning


  • (All) 
  • Level: Clr 8, Sor/Wiz 8
  • Range: Sight of Caster
  • Duration: 5 rounds
  • Casting Time: 3
  • Area of Effect: 30-foot radius 
  • Saving Throw: Fortitude negates

This spell conjures forth a magical glyph imbued with magical power that channels its effects through anyone capable of seeing it.  One or more creatures with the radius whose total hit points do not exceed 250 become stunned (Fortitude negates).  A stunned creature can't act and loses any Dexterity bonuses to AC.  Attackers gain +2 bonuses to attack it.

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