Level 5 Wizard Spells, Icewind Dale 2 IWD2


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Level 5 Wizard Spells Icewind Dale 2



There are 22 level 5 Wizard spells in Icewind Dale 2 (IWD2). The best level 5 Wizard spells in IWD2 are Animate Dead and Sunfire.


Animate Dead


  • (Necromancy) [Evil]
  • Level: Clr 3, Sor/Wiz 5, Tempus 3
  • Range: Sight of Caster
  • Duration: Instantaneous
  • Casting Time: 1 round
  • Area of Effect: Special 
  • Saving Throw: None 


This spell brings forth a long-dead skeleton or zombie from deep within the earth and reanimates it to serve the caster. The higher the level of the caster, the more powerful the skeleton or zombie summoned by this spell.

At higher levels, the Zombie Lords and Festering Drowned Dead summoned by this spell have powerful supernatural auras. The effects of their auras may harm your own party members if they fall within the area of affect.



Ball Lightning


  • (Evocation)
  • Level: Sor/Wiz 5, Talos 5
  • Range: Caster 
  • Duration: 1 round/level
  • Casting Time: 5
  • Area of Effect: Caster
  • Saving Throw: None

Through this spell, the caster creates tiny balls of electricity that can be hurled in combat.  The caster can hurl 5 per round - upon a successful ranged touch attack (e.g. an attack that ignores armor bonuses) the ball will burst and deal 2d6 electricity damage to all creatures in a 5-foot radius.  If the caster fails her attack bonus, the ball will dissipate harmlessly.  This spell creates 1 ball per two caster levels up to a maximum of 8.


Chaos


  • (Enchantment) 
  • Level: Sor/Wiz 5
  • Range: Sight of Caster
  • Duration: 1 round/level
  • Casting Time: 5 
  • Area of Effect: 20-foot radius
  • Saving Throw: Will negates

The effects of this spell are identical to the 4th level spell Confusion in all respects.  The victims wander around as if in a daze, sometimes wandering away, sometimes attacking, either friend or foe.  If the victim is 4th level or lower, he does not receive a saving throw versus the effects.  However if the victim is 5th level or higher, he receives a Will save at -4.  The spell lasts for the duration or until a successful dispel magic is cast.


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.


Cone of Cold


  • (Evocation) 
  • Level: Sor/Wiz 5
  • Range: Caster
  • Duration: Instantaneous 
  • Casting Time: 5 
  • Area of Effect: Cone
  • Saving Throw: Reflex half

This spell releases a cone-shaped blast of extreme cold from the caster, doing 1d6 hit points of cold damage per level of the caster (15d6 maximum).

Contact Other Plane


  • (Divination)
  • Level: Sor/Wiz 5, Oghma 5
  • Range: Caster
  • Duration: Instantaneous
  • Casting Time: 1 round
  • Area of Effect: Caster
  • Saving Throw: None

This spell allows the wizard to contact powers from other planes of existence in order to receive advice and information.  The nature of the divination is oriented around knowledge of powerful foes, magic items, and spells.

Dismissal


  • (Abjuration) 
  • Level: Brd 4, Clr 4, Sor/Wiz 5, Helm 5
  • Range: Sight of Caster
  • Duration: Instantaneous
  • Casting Time: 1
  • Area of Effect: 1 creature 
  • Saving Throw: Will negates

Upon completion of this spell the target summoned creature must make a Will save or be returned to the place it came from. The creatures Hit Dice is added to his Will save, while the caster's level is subtracted from it.  This spell has no effect on creatures that are not summoned.

Dominate Person


  • (Enchantment) 
  • Level: Brd 4, Sor/Wiz 5, Bane 5
  • Range: Sight of Caster
  • Duration: 1 minutes / level
  • Casting Time: 5 
  • Area of Effect: 1 creature
  • Saving Throw: Will negates 

The domination spell enables the caster to control the actions of any creature while the spell is in effect.  This control is maintained through a telepathic link between the caster and the victim.  The target gets a Will save at -2 in order to avoid the effect.

Feeblemind


  • (Enchantment) 
  • Level: Sor/Wiz 5, Ilmater 5, Bane 6
  • Range: Sight of Caster
  • Duration: 20 rounds
  • Casting Time: 5 
  • Area of Effect: 1 creature 
  • Saving Throw: Will negates

This spell turns a target into a gibbering idiot for the duration of the spell.  The victim is allowed a Will save at -2 to resist being stupefied.  Feebleminded individuals cannot cast spells.

Greater Shadow Conjuration


  • (Illusion)
  • Level: Brd 6, Sor/Wiz 5, Mask 6
  • Range: Sight of Caster 
  • Duration: 1 round/level
  • Casting Time: 5
  • Area of Effect: Special
  • Saving Throw: None

This spell shapes material from the Demiplane of Shadow into an illusionary monster under control of the caster.  More powerful shadow creatures are summoned at higher caster levels.

Hold Monster


  • (Enchantment) 
  • Level: Brd 4, Sor/Wiz 5
  • Range: Sight of Caster
  • Duration: 1 round/level 
  • Casting Time: 5 
  • Area of Effect: 1 creature
  • Saving Throw: Will negates

This spell freezes the target in place, unable to take any action or defend itself in any way.  Undead creatures are unaffected by this spell.


Lesser Planar Binding: Air Elemental


  • (Conjuration) 
  • Level: Sor/Wiz 5
  • Range: Sight of Caster
  • Duration: 3 rounds + 1 round/level
  • Casting Time: 1 round
  • Area of Effect: Special 
  • Saving Throw: None 

This spell summons an 8 hit dice air elemental to serve the caster for the duration of the spell.  The elemental is initially hostile to the caster.  Any creature not under the effects of Protection from Evil will be subject to the elemental's attacks.

Lesser Planar Binding: Earth Elemental


  • (Conjuration) 
  • Level: Sor/Wiz 5
  • Range: Sight of Caster
  • Duration: 3 rounds + 1 round/level
  • Casting Time: 1 round
  • Area of Effect: Special 
  • Saving Throw: None 

This spell summons an 8 hit dice earth elemental to serve the caster for the duration of the spell.  The elemental is initially hostile to the caster.  Any creature not under the effects of Protection from Evil will be subject to the elemental's attacks.

Lesser Planar Binding: Fire Elemental


  • (Conjuration) 
  • Level: Sor/Wiz 5
  • Range: Sight of Caster
  • Duration: 3 rounds + 1 round/level
  • Casting Time: 1 round
  • Area of Effect: Special 
  • Saving Throw: None 

This spell summons an 8 hit dice fire elemental to serve the caster for the duration of the spell.  The elemental is initially hostile to the caster.  Any creature not under the effects of Protection from Evil will be subject to the elemental's attacks.

Lesser Planar Binding: Water Elemental


  • (Conjuration) 
  • Level: Sor/Wiz 5
  • Range: Sight of Caster
  • Duration: 3 rounds + 1 round/level
  • Casting Time: 1 round
  • Area of Effect: Special 
  • Saving Throw: None 

This spell summons an 8 hit dice water elemental to serve the caster for the duration of the spell.  The elemental is initially hostile to the caster.  Any creature not under the effects of Protection from Evil will be subject to the elemental's attacks.

Lower Resistance


  • (Transmutation) 
  • Level: Pal 5, Sor/Wiz 5
  • Range: Sight of Caster 
  • Duration: 20 rounds
  • Casting Time: 5
  • Area of Effect: 1 creature
  • Saving Throw: None

Using this spell, a wizard may attempt to reduce the spell resistance of a target creature.  The spell resistance of the victim works against the Lower Resistance spell itself, but at only half its normal value.  There is no saving throw.  If the victim does not resist the effects of this spell, his spell resistance is reduced by 1 for every two levels of the caster.

Lutzaen's Frequent Jaunt


  • (Transmutation) 
  • Level: Sor/Wiz 5
  • Range: Caster
  • Duration: 1 round / level
  • Casting Time: Instant
  • Area of Effect: Caster
  • Saving Throw: None 

Similar to Dimension Door, this spell allows the caster to instantaneously jump to another location within visual sight.  In addition, the caster gains the special ability to jump a number of additional times, once for every 3 caster levels.

Phantom Blade


  • (Evocation) 
  • Level: Brd 5, Sor/Wiz 5, Mask 6
  • Range: Caster
  • Duration: 3 rounds + 1 round/level 
  • Casting Time: 5
  • Area of Effect: Special
  • Saving Throw: None 

This spell creates a translucent, shadowlike, weightless area of magical force extending from the fingers of one of the caster's hands.  This silent construct is blade-shaped.  It has cutting edges that inflict damage just as do those of a real sword.  The caster wields the phantom blade as if proficient with this weapon.  

The phantom blade acts as a +3 magical longsword in terms of attack and damage bonuses as well as the type of creatures it can hit.  Due to its etheric nature it deals an extra +10 magic damage against undead.  This sword can only be used by the caster and remains in her hand for the duration or until dispelled.

Protection from Acid


  • (Abjuration) 
  • Level: Sor/Wiz 5
  • Range: Touch 
  • Duration: 10 rounds / level
  • Casting Time: 6
  • Area of Effect: 1 creature 
  • Saving Throw: None 

This spell grants a damage resistance of 10/- against acid damage for the duration of the spell.

Protection from Electricity


  • (Abjuration) 
  • Level: Sor/Wiz 5, Talos 4
  • Range: Touch 
  • Duration: 10 rounds / level
  • Casting Time: 6
  • Area of Effect: 1 creature 
  • Saving Throw: None 

This spell grants a damage resistance of 10/-  against electrical damage for the duration of the spell.

Shroud of Flame


  • (Evocation)
  • Level: Sor/Wiz 5
  • Range: Sight of Caster 
  • Duration: 5 rounds
  • Casting Time: 5
  • Area of Effect: 1 creature
  • Saving Throw: Reflex negates

This spell causes a creature to burst into flames if it fails a Reflex save. The creature will burn for 3d6 points of damage every round, and gouts of flame erupt from the burning target, causing any creatures within ten feet of the target to take 1d6 points of damage from the flames.  Anyone hit by the victim's flames must also make a Reflex save to avoid contracting the shroud themselves.

Summon Shadow


  • (Necromancy)
  • Level: Brd 5, Sor/Wiz 5
  • Range: Sight of Caster
  • Duration: 1 round + 1 round/level 
  • Casting Time: 5
  • Area of Effect: Special
  • Saving Throw: None

This spell summons a creature of living darkness, a Shadow, which will obey the will of the caster for the duration of the spell.  The higher the caster level, the more powerful the Shadow summoned.


Summon Monster V


  • (Conjuration) 
  • Level: Brd 5, Clr 5, Sor/Wiz 5
  • 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.

Sunfire


  • (Evocation) 
  • Level: Sor/Wiz 5
  • Range: Caster
  • Duration: Instantaneous
  • Casting Time: 3
  • Area of Effect: 30-foot radius
  • Saving Throw: Reflex half

A sunfire is an explosive burst of flame similar to a fireball, but centered on the caster.  All creatures in the area of effect except for the caster are burned for 1d6 fire damage per caster level (to a maximum of 15d6 fire damage).  A successful Reflex save halves the damage.  This spell blinds drow and gray dwarves if a Fortitude save is failed.

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