Level 4 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 4 Wizard Spells Icewind Dale 2



There are 26 level 4 Wizard spells in Icewind Dale 2 (IWD2). The best level 4 Wizard spells in IWD2 are Emotion: Despair, Emotion: Hope, Improved Invisibility and Stoneskin.

Beltyn's Burning Blood



  • Necromancy
  • Level: Sor/Wiz 4
  • Range: Sight of Caster
  • Duration: 1 round/2 levels
  • Casting Time: 4
  • Area of Effect: 1 creature
  • Saving Throw: Fortitude negates

This spell turns a target's blood to flame, doing 3-12 hit points of damage every round and driving the victim berserk with pain. The target gets to make a Fortitude save every round; if successful, the damage and berserk state are negated.  This spell does not work against creatures that do not have blood, such as the undead, elementals, and plants. If the creature is resistant to fire, this resistance will lower or nullify the damage from this spell.

Blood Rage



  • Transmutation
  • Level: Sor/Wiz 4, Tempus 4
  • Range: Sight of Caster
  • Duration: 20 rounds
  • Casting Time: 7
  • Area of Effect: 1 allied creature
  • Saving Throw: None

This spell works only on player characters or allied creatures.  When cast, the target of this spell goes berserk, attacking the nearest creature until that creature is dead, then moving to the next target.  While under Blood Rage, the target is immune to charm, sleep, fear, hold, stunning, confusion, emotion, symbol spells, and related effects.  In addition, the target gains +6 strength, +2 constitution, and a bonus to his/her movement rate.  The spell has several disadvantages, however.  The hit points of the target are masked for the duration of the spell, and the target cannot benefit from any effect that heals hit points.  At the end of the spell's duration, the target becomes fatigued and their Strength drops to 3 for 2 turns.  Blood Rage cannot affect creatures of lawful alignment.

Confusion



  • Enchantment
  • Level: Brd 3, Clr 7, Sor/Wiz 4
  • Range: Sight of Caster
  • Duration: 1 round/level 
  • Casting Time: 1 round
  • Area of Effect: 20-foot radius
  • Saving Throw: Will negates

This spell causes confusion in one or more creatures within the area of effect, creating indecision and the inability to take effective action. All creatures within the area of effect are allowed to make a Will save with a -2 penalty to resist the spell effects.  Confused creatures either go berserk, stand confused, or wander about for the duration of the spell.

Contagion


 
  • Necromancy
  • Level: Clr 3, Drd 3, Sor/Wiz 4
  • Range: Sight of Caster 
  • Duration: Permanent
  • Casting Time: 4
  • Area of Effect: 1 creature 
  • Saving Throw: Fortitude negates 

This spell causes a major disease and weakness in a creature.  The afflicted individual is immediately stricken with painful and distracting symptoms: boils, blotches, lesions, seeping abscesses, and so on.  Strength, Dexterity, and Charisma are reduced by 2.  The afflicted creature is also slowed.  These effects persist until the character receives a remove disease spell.  A Fortitude save will negate the effects.

Dimension Door


  • Transmutation
  • Level: Brd 4, Sor/Wiz 4 Selune 4
  • Range: Caster
  • Duration: Instantaneous
  • Casting Time: 1
  • Area of Effect: Caster
  • Saving Throw: None 

This spell transports the caster to any place within the visual range of the caster. When the spell is cast, a dimensional portal opens up in front of the caster, which he immediately steps through.

Emotion: Despair


  • Enchantment
  • Level: Brd 3, Sor/Wiz 4, Bane 4, Mask 4
  • Range: Sight of Caster
  • Duration: 5 rounds
  • Casting Time: 4
  • Area of Effect: Living creatures in 15' radius
  • Saving Throw: Will negates

This spell creates the emotion of despair within the area of effect. All creatures affected by the spell gain a -2 on their saving throws, attack bonuses, and damage rolls.

Emotion: Fear



  • Enchantment
  • Level: Brd 3, Sor/Wiz 4
  • Range: Sight of Caster
  • Duration: 5 rounds
  • Casting Time: 4
  • Area of Effect: Living creatures in 15' radius
  • Saving Throw: Will negates

This spell creates the emotion of fear within the area of effect. All creatures affected by the spell flee for 5 rounds.

Emotion: Hope


  • Enchantment
  • Level: Brd 3, Sor/Wiz 4, Ilmater 4, Selune 4
  • Range: Sight of Caster
  • Duration: 50 rounds
  • Casting Time: 4
  • Area of Effect: Living creatures in 15' radius
  • Saving Throw: None

This spell creates the emotion of hope within the area of effect. All creatures affected by the spell gain a +2 on their saving throws, attack bonuses, and damage rolls. 

Emotion: Rage



  • Enchantment
  • Level: Brd 3, Sor/Wiz 4, Selune 4
  • Range: Sight of Caster
  • Duration: 5 rounds
  • Casting Time: 4
  • Area of Effect: 10-foot radius
  • Saving Throw: None

This spell creates the emotion of rage within the area of effect. All creatures affected by the spell gain +2 to Strength and Constitution, a +1 bonus to Will Saves, and a -1 penalty to AC. This spell does not stack with barbarian rage.

Fire Shield (Blue)


  • Evocation
  • Level: Sor/Wiz 4
  • Range: Caster
  • Duration: 1 round/level
  • Casting Time: 4 
  • Area of Effect: Caster
  • Saving Throw: None 

The Blue Fireshield protects the user from fire damage by surrounding the caster with a shield of ice flames, which reduce all fire damage taken by 50%.  Opponents striking the caster with melee attacks also suffer 1d6 + 1 point per level cold damage per hit.

Fire Shield (Red)


  • Evocation
  • Level: Sor/Wiz 4, Lathander 4
  • Range: Caster
  • Duration: 1 round/level
  • Casting Time: 4 
  • Area of Effect: Caster
  • Saving Throw: None 

The Red Fire Shield protects the user from cold damage by surrounding the caster with a shield of burning flames, which reduce all cold damage taken by 50%.  Opponents striking the caster with melee attacks suffer 1d6 + 1 point per level fire damage per hit.

Improved Invisibility


  • Illusion
  • Level: Brd 4, Sor/Wiz 4, Mask 4
  • Range: Touch 
  • Duration: 1 minute / level
  • Casting Time: 4 
  • Area of Effect: 1 creature
  • Saving Throw: None 

This spell is similar to the Invisibility spell, but the recipient is able to attack, either with missile, melee weapons or spells, and remain unseen. However, telltale traces, a shimmering, allow an observant opponent to attack the invisible spell recipient. These traces are only noticeable when specifically looked for (after the invisible character has made his presence known).

Ice Storm


  • Evocation
  • Level: Drd 5, Sor/Wiz 4
  • Range: Sight of caster
  • Duration: Special
  • Casting Time: 4
  • Area of Effect: 20-foot radius
  • Saving Throw: None

When this spell is cast, shards of ice smash down on all targets in the area of effect, doing 3-30 points of cold damage. 

Malison


  • Enchantment
  • Level: Sor/Wiz 4, Oghma 4
  • Range: Sight of Caster
  • Duration: 2 rounds/level 
  • Casting Time: 4 
  • Area of Effect: 30-foot radius
  • Saving Throw: None

This spell causes all enemy targets in the area of effect to suffer a -2 on all their saving throws as long as the spell is in effect.

Minor Globe of Invulnerability


  • Abjuration
  • Level: Sor/Wiz 4
  • Range: Caster
  • Duration: 1 round/level 
  • Casting Time: 4 
  • Area of Effect: Caster
  • Saving Throw: None 

This spell creates an immobile, faintly shimmering magical sphere around the caster that prevents any 1st-, 2nd-, or 3rd-level spell effects from affecting the caster. This includes innate abilities and effects from devices. However, any type of spell can be cast out of the magical sphere with no penalty. The globe can be brought down by a successful Dispel Magic spell.

Mordenkainen's Force Missiles


  • Evocation
  • Level: Sor/Wiz 4
  • Range: Sight of Caster
  • Duration: Instantaneous 
  • Casting Time: 4
  • Area of Effect: Special
  • Saving Throw: Special

This spell creates a brilliant globe of magical energy that streaks forth from the caster's hand to unerringly strike its target, much like a Magic Missile spell.  The wizard creates one missile at 7th level, and an additional missile at every third level after 7th - in other words, two missiles at 10th level, three at 13th, four at 16th, and so on, to a maximum of seven missiles at 25th level.  Each missile inflicts 2d4 points of damage to the target and then bursts in a 5-foot radius concussive blast that inflicts 1 point of damage per level of the caster - for example, a 12th-level wizard could conjure two force missiles, each of which strikes for 2d4+12 points of damage.  Creatures taking damage may attempt a Reflex save to negate the concussion damage, but those struck directly by a force missile receive no saves and will receive full damage.  The 1st level wizard spell Shield will absorb the force missiles harmlessly, including the concussion damage.

Otiluke's Resilient Sphere


  • Evocation
  • Level: Sor/Wiz 4
  • Range: Sight of Caster
  • Duration: 1 round / level
  • Casting Time: 1
  • Area of Effect: 1 creature
  • Saving Throw: Reflex negates

When this spell is cast, the result is a globe of shimmering force that encloses the subject creature (if it fails to make a successful Reflex save). The resilient sphere will contain its subject for the duration of the spell. The sphere is completely immune to all damage; the only method of removing the sphere is by the use of a Dispel Magic spell. Hence the creature caught inside the globe is completely safe from all attacks, but at the same time is completely unable to affect the outside world.

Protection from Lightning


  • Abjuration
  • Level: Clr 4, Drd 4, Rgr 3, Sor/Wiz 4
  • Range: Touch 
  • Duration: 5 rounds/level
  • Casting Time: 7 
  • Area of Effect: 1 creature
  • Saving Throw: None 

This spell grants a 6/- electricity resistance bonus to the target creature that lasts for the duration of the spell.

Remove Curse



  • Abjuration
  • Level: Brd 3, Clr 3, Sor/Wiz 4
  • Range: Touch 
  • Duration: Permanent 
  • Casting Time: 6 
  • Area of Effect: Special 
  • Saving Throw: None 

Upon casting this spell, the caster is usually able to remove a curse on an object, on a person, or in the form of some undesired sending or evil presence. Note that the Remove Curse spell does not remove the curse from a cursed shield, weapon, or suit of armor, for example, although the spell typically enables the person afflicted with any such cursed item to get rid of it. Certain special curses may not be countered by this spell, or may be countered only by a caster of a certain level or more. 

Shadow Conjuration 


  • Illusion
  • Level: Brd 5, Sor/Wiz 4, Mask 5
  • Range: Sight of Caster 
  • Duration: 1 round/level
  • Casting Time: 4
  • 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.

Shout


  • Evocation
  • Level: Brd 4, Sor/Wiz 4, Oghma 4
  • Range: Close (30 ft. long, 10 ft. diameter)
  • Duration: Instantaneous 
  • Casting Time: 1 
  • Area: Cone
  • Saving Throw: Fortitude partial (see text)

The caster emits an ear-splitting yell that deafens and damages creatures in its path.  Any creature within the area of effect is deafened for 2d6 rounds and takes 2d6 points of damage.  A successful save negates the deafness and reduces the damage by half.

Spider Spawn


  • Conjuration
  • Level: Sor/Wiz 4
  • Range: Sight of Caster
  • Duration: 5 rounds + 1 round/level
  • Casting Time: 6
  • Area of Effect: Special 
  • Saving Throw: None 

This spell conjures a large spider which is brought under the caster's telepathic control.  The type of spider that appears depends upon the level of the caster:

  • 7th : Giant spider
  • 9th : Phase spider
  • 12th+ : Sword spider

Spirit Armor


  • Necromancy
  • Level: Brd 4, Sor/Wiz 4
  • Range: Touch
  • Duration: 5 rounds/level
  • Casting Time: 3 
  • Area of Effect: 1 creature 
  • Saving Throw: None

This spell creates a corporeal barrier around the target's body by tapping into the target's life force. The armor itself is weightless, and does not hinder movement or spell casting. In addition, the Spirit Armor will not work cumulatively with any other armor, however, dexterity, deflection, and shield bonuses still apply.  While in effect, the armor bonus is +6, as if he were wearing splint mail.  Also, due to the magical nature of the spell, the recipient will receive a +3 bonus to Fortitude saves. There is a danger to using the target's life force to power the spell, as when the spell expires, the external portion of the spirit is temporarily lost and 2d4 points of damage is incurred.

Stoneskin


  • Abjuration
  • Level: Sor/Wiz 4, Ilmater 6
  • Range: Touch
  • Duration: 10 minutes/level
  • Casting Time: 1
  • Area of Effect: Creature touched
  • Saving Throw: None

The warded creature gains resistance to blows, cuts, stabs, and slashes.  The subject gains damage reduction 10/+5.  (It ignores the first 10 points of damage, though a weapon with a +5 enhancement bonus or any magical attack bypasses the reduction.)  Once the spell has prevented a total of 10 points of damage per caster level (maximum 150 points), it is discharged.

Summon Monster 4



  • Conjuration
  • Level: Brd 4, Clr 4, Sor/Wiz 4
  • 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.

Vitriolic Sphere


  • Conjuration
  • Level: Sor/Wiz 4
  • Range: Sight of Caster
  • Duration: Special
  • Casting Time: 4
  • Area of Effect: Special
  • Saving Throw: Reflex half

This spell conjures a sphere of glowing emerald acid that the caster can direct to strike any target within range.  When it reaches its target, the sphere explodes and drenches the victim in potent acid.  The victim suffers 1d4 points of acid damage per caster level, to a maximum of 12d4 points of damage (Reflex half).  After the initial damage, the victim must make a Reflex save every round which will reduce the damage for that round by half and also stop any further acid damage.  If unsuccessful, the victim continues to suffer acid damage in the following rounds, sustaining two less dice of damage each round.  For example, an 8th-level wizard inflicts 8d4 damage with this spell on the first round, 6d4 on the second round, 4d4 on the third round, 2d4 on the fourth round, and the spell ends on the fifth round.  Each round the victim is entitled to a Reflex save to avoid further damage in any remaining rounds.  The vitriolic sphere also splashes acid in a 5-foot radius around the primary target.  Any creatures within the splash radius must make a Reflex save or suffer a splash hit that inflicts 1d4 points of damage per every five levels of the caster.  Splash hits do not cause continuing damage.

Wall of Fire


  • Evocation
  • Level: Drd 5, Sor/Wiz 4
  • Range: Visual range of caster 
  • Duration: 1 minute/level
  • Casting Time: 4 
  • Area of Effect: Special 
  • Saving Throw: None 

An immobile, blazing curtain of shimmering violet fire springs into existance. The spell creates either an opaque sheet of flame up to one 20-foot square per level of the spellcaster, or a ring with a radius of up to 10 feet + five feet per two levels of experience of the wizard. In either form, the wall of fire is 20 feet high.  The wall of fire must be cast so that it is vertical with respect to the caster.  The wall inflicts 2d6 points of damage +1 point of damage per caster level upon any creature passing through it.  Undead and creatures susceptible to fire take double damage.

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

Icewind Dale 2Abilities IWD2Races IWD2Classes IWD2Wizard Spells IWD2
Icewind Dale 2 WalkthroughSkills IWD2Feats IWD2Party IWD2Cleric Spells IWD2

No comments:

Post a Comment

Note: only a member of this blog may post a comment.