Level 1 Wizard Spells, Icewind Dale 2 IWD2


Level 1 Wizard Spells IWD2Level 4 Wizard Spells IWD2Level 7 Wizard Spells IWD2
Level 2 Wizard Spells IWD2Level 5 Wizard Spells IWD2Level 8 Wizard Spells IWD2
Level 3 Wizard Spells IWD2Level 6 Wizard Spells IWD2Level 9 Wizard Spells IWD2

Level 1 Wizard Spells Icewind Dale 2



There are 19 level 1 Wizard spells in Icewind Dale 2 (IWD2). The best level 1 Wizard spells in IWD2 are Chromatic Orb, Identify, Magic Missile and Mage Armor.

Burning Hands IWD2



  • Transmutation
  • Level: Sor/Wiz 1
  • Range: Caster
  • Duration: Instantaneous
  • Casting Time: 1
  • Area of Effect: Burst of flames 10ft. long, centered on caster's hands
  • Saving Throw: Reflex half

When the wizard casts this spell, a jet of searing flame shoots from his fingertips. The flame jets are five feet in length and spread out in a horizontal arc of about 120 degrees in front of the wizard. Any creature in the area of effect suffers 1d4 points of damage per caster level (maximum of 5d4).  A successful Reflex save halves the damage.

Charm Person IWD2



  • Enchantment
  • Level: Brd 1, Sor/Wiz 1, Oghma 2
  • Range: Sight of Caster
  • Duration: 3 rounds + 1 / level
  • Casting Time: 1
  • Area of Effect: Humanoid of Medium-size or smaller
  • Saving Throw: Will negates

This spell affects any single person it is cast upon. The term person includes any bipedal human, demihuman, or humanoid of man-size or smaller, such as brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level fighter could be charmed, but an ogre could not. The person receives a Will save to avoid the effect.  If the spell recipient fails his saving throw, he regards the caster as a trusted friend and ally to be heeded and protected.  The caster may give him orders, and the charmed individual will carry them out as quickly as possible. If the caster harms, or attempts to harm, the charmed person by some overt action, or if a dispel magic spell is successfully cast upon the charmed person, the charm spell is broken.  If two or more charm effects simultaneously affect a creature, the most recent charm takes precedence.  Note that the subject has full memory of the events that took place while he was charmed. Also note that you cannot have a charmed creature leave the area where he was charmed.

Chill Touch IWD2



  • Necromancy
  • Level: Sor/Wiz 1
  • Range: Touch
  • Duration: 3 rounds + 1 round/level
  • Casting Time: 1
  • Area of Effect: Caster
  • Saving Throw: Fortitude negates

When the caster completes this spell, a blue glow encompasses his hand. This energy attacks the life force of any creature upon which the wizard makes a successful melee attack. The touched creature must make a Fortitude save or suffer 1-4 points of cold damage and receive a -1 attack bonus modifier for one hour after being struck. If the creature is an undead creature, they are affected by panic (Will negates) for 10 rounds . Undead suffer no damage or attack bonus penalty from Chill Touch.

Chromatic Orb IWD2



  • Evocation
  • Level: Brd 1, Sor/Wiz 1
  • Range: Sight of Caster
  • Duration: Special
  • Casting Time: 1
  • Area of Effect: 1 creature
  • Saving Throw: Reflex negates

This spell creates a 4-inch-diameter sphere that can be hurled unerringly to its target. The orb's effect depends on the level of the wizard.

  • 1st-level sphere inflicts 1-4 damage and blinds the target for one round.
  • 2nd-level sphere inflicts 1-6 damage and inflicts pain upon the victim.
  • 3rd-level sphere deals 1-8 damage and burns the victim for 1-3 fire damage.
  • 4th-level sphere deals 1-10 damage and blinds the target for four rounds.
  • 5th to 6th-level sphere deals 1-12 damage and stuns the target for three rounds.
  • 7th to 9th-level sphere deals 2-16 damage and paralyzes the victim for 13 rounds.

Color Spray IWD2



  • 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.

Grease IWD2



  • Conjuration
  • Level: Brd 1, Sor/Wiz 1
  • Range: Sight of Caster
  • Duration: 1 round / level
  • Casting Time: 1
  • Area of Effect: 5-foot radius
  • Saving Throw: Reflex half

A Grease spell covers the ground with a slippery layer of a fatty, greasy nature. Any creature entering the area or caught in it when the spell is cast must make a Reflex save every round or have their movement rate slowed to a crawl as long as they are in the area of effect. Those who successfully save still move at half their normal speed while in the area covered by grease.

Ice Dagger IWD2



  • Evocation
  • Level: Sor/Wiz 1
  • Range: Sight of Caster
  • Duration: Instantaneous
  • Casting Time: 1
  • Area of Effect: 1 creature
  • Saving Throw: None

Upon completion of this spell, the caster hurls a magical shard of ice imbued with deep freezing cold, dealing 1d4 cold damage to the target creature per caster level (5d4 maximum) and 1 cold damage to every creature in a 5-foot radius.

Identify IWD2



  • Divination
  • Level: Brd 1, Sor/Wiz 1, Oghma 1
  • Range: Touch
  • Duration: Instantaneous
  • Casting Time: Special
  • Area of Effect: 1 item
  • Saving Throw: None

When this spell is memorized, the caster may identify the magical properties of one item in the caster's inventory.  Go to the history page of an unidentified item and press the identify button to use the spell.  The chance of identifying the item is 100%.  The spell identifies the item's name, what it does, and if it is cursed.

Larloch's Minor Drain IWD2



  • Necromancy
  • Level: Sor/Wiz 1
  • Range: Sight of Caster
  • Duration: 1 hour
  • Casting Time: 1
  • Area of Effect: 1 creature
  • Saving Throw: None

With this spell, the wizard drains the life force from a target and adds it to his own. The target creature suffers 1-4 damage, while the wizard gains 1-4 hit points.  The extra hit points will disappear in an hour.

Mage Armor IWD2



  • Conjuration
  • Level: Brd 1, Sor/Wiz 1
  • Range: Touch
  • Duration: 1 hour / level
  • Casting Time: 1 round
  • Area of Effect: Creature touched
  • Saving Throw: None

By means of this spell, the wizard creates a magical field of force that serves as if it were scale mail armor (Armor Bonus: 4). It is cumulative with Dexterity and with a shield bonus. The armor spell does not hinder movement, adds no weight or encumbrance, nor does it prevent spellcasting. It lasts until successfully dispelled or until the duration runs out.

Magic Missile IWD2



  • Evocation 
  • Level: Sor/Wiz 1
  • Range: Sight of Caster
  • Duration: Instantaneous 
  • Casting Time: 1 
  • Area of Effect: 1 creature
  • Saving Throw: None 

Use of the Magic Missile spell, one of the most popular first level spells, creates up to five missiles of magical energy that dart forth from the wizard's fingertip and unerringly strike their target, which must be a creature of some sort. Each missile inflicts 1d4+1 points of damage. For every two extra levels of experience, the wizard gains an additional missile - he has two at 3rd level, three at 5th level, four at 7th level, etc., up to a maximum of five missiles at 9th level.

Minor Mirror Image IWD2


  • Illusion
  • Level: Brd 1, Sor/Wiz 1, Mask 1
  • Range: Caster
  • Duration: 3 rounds + 1 round/level
  • Casting Time: 1
  • Area of Effect: Caster
  • Saving Throw: None

Upon casting this spell, the caster creates 1 image of himself that will travel along beside him.  The image will perform all of the actions that the caster does so that if any enemies are trying to attack the caster they will not know which one is real.  The image will disappear with a successful Dispel Magic, when attacked or when the spell duration runs out.

Protection From Evil IWD2



  • Abjuration
  • Level: Brd 1, Clr 1, Pal 1, Sor/Wiz 1, Ilmater 1, Helm 1
  • Range: Touch
  • Duration: 2 rounds/level
  • Casting Time: 1
  • Area of Effect: Creature touched
  • Saving Throw: None

When this spell is cast, it creates a magical barrier around the recipient at a distance of one foot. The barrier moves with the recipient and has two major effects: first, all attacks made by evil or evilly enchanted creatures against the protected creature receive an attack bonus of - 2 to each attack roll, and second, any saving throws caused by such attacks are made by the protected creature with a +2 bonus.

Protection From Petrification IWD2



  • Abjuration
  • Level: Sor/Wiz 1
  • Range: Touch
  • Duration: 3 rounds/level
  • Casting Time: 1
  • Area of Effect: Target
  • Saving Throw: None

This spell grants the recipient immunity to all petrification attacks.  This includes basilisk and medusa gaze, etc.

Shield IWD2


  • Abjuration
  • Level: Sor/Wiz 1
  • Range: Caster
  • Duration: 5 rounds/level
  • Casting Time: 1
  • Area of Effect: Caster
  • Saving Throw: None

Shield creates an invisible, mobile disk of force that hovers in front of the caster.  It negates Magic Missile attacks directed at the caster.  The disk also intercepts attacks, providing a +7 armor bonus.

Shocking Grasp IWD2


  • Transmutation
  • Level: Sor/Wiz 1, Talos 1
  • Range: Touch
  • Duration: Special
  • Casting Time: 1
  • Area of Effect: 1 creature
  • Saving Throw: None

This spell imbues the caster's hands with a powerful electrical charge that will release when a successful touch attack is made.  The attack deals 1d8 points of electrical damage +1 point per caster level. The electrical charge is sufficient for one successful attack, and once an opponent has been touched, the spell's energy is used up.

Sleep IWD2


  • Enchantment
  • Level: Brd 1, Rgr 2, Sor/Wiz 1, Mask 1
  • Range: Sight of Caster
  • Duration: 5 rounds/level
  • Casting Time: 1
  • Area of Effect: 15-foot radius
  • Saving Throw: None

A Sleep spell causes a comatose slumber to come upon creatures in the area of effect.  A maximum of 2d4 hit dice of living creatures are affected, though creatures with 5 or more hit dice are immune.  Sleeping creatures are helpless, but will awaken upon taking damage.

Spook IWD2


  • Illusion
  • Level: Brd 1, Sor/Wiz 1
  • Range: Sight of Caster
  • Duration: 3 rounds
  • Casting Time: 1
  • Area of Effect: 1 creature
  • Saving Throw: Will negates

A Spook spell enables the wizard to play upon natural fears to cause the target creature to perceive the spellcaster as someone or something inimical which then appears to advance upon it in a threatening manner.  If the creature does not make a successful Will save, it panics.  The creature has a saving throw penalty of -1 for every two experience levels of the caster, to a maximum of -6 at 12th level.  Although the caster does not actually pursue the fleeing creature, a phantasm from its own mind does.  Spook does not affect undead.

Summon Monster 1 IWD2



  • Conjuration
  • Level: Brd 1, Clr 1, Sor/Wiz 1
  • 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.

Level 1 Wizard Spells IWD2Level 4 Wizard Spells IWD2Level 7 Wizard Spells IWD2
Level 2 Wizard Spells IWD2Level 5 Wizard Spells IWD2Level 8 Wizard Spells IWD2
Level 3 Wizard Spells IWD2Level 6 Wizard Spells IWD2Level 9 Wizard Spells IWD2

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