Level 9 Wizard Spells, Icewind Dale 2 IWD2


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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 9 Wizard Spells Icewind Dale 2



There are 9 level 9 Wizard spells in Icewind Dale 2 (IWD2). The best level 9 Wizard spells in IWD2 are Gate, Mass Dominate and Wail of the Banshee.

Aegis


  • (Abjuration)
  • Level: Sor/Wiz 9, Helm 9
  • Range: Caster 
  • Duration: 10 rounds
  • Casting Time: 1
  • Area of Effect: Caster
  • Saving Throw: None 

This spell grants the caster a 15/- bonus to acid, cold, fire, and electricity resistance, a +5 deflection bonus, +3 spell resistance, +2 to all saves, and the effects of Stoneskin, Minor Globe of Invulnerability, and Freedom of Movement for the duration of the spell.

Black Blade of Disaster


  • (Conjuration) 
  • Level: Sor/Wiz 9, Mask 9
  • Range: Caster
  • Duration: 1 round/level 
  • Casting Time: 9
  • Area of Effect: Special
  • Saving Throw: Fortitude negates

This spell enables the caster to create a black, blade-shaped, planar rift, about three feet long.  It jumps into the caster's hand and is used as a normal sword, remaining there for the duration of the spell.  The caster is considered to be proficient in this weapon and gains a +10 attack bonus.  The sword acts as a +5 weapon and deals 2d12 damage per strike and the victim must make a Fortitude save at +4 or be disintegrated.

Executioner's Eyes


  • (Divination) 
  • Level: Sor/Wiz 9, Oghma 9, Mask 9
  • Range: Caster
  • Duration: 10 rounds
  • Casting Time: 1
  • Area of Effect: 15-foot radius
  • Saving Throw: None

This spell enhances the vision of allies, allowing them to see the hidden weaknesses of all creatures.  The divination grants a +4 attack bonus and a +4 bonus to critical hits (if you critical hit on a natural roll of 20, you now critically hit on any roll from 16-20) to all allies within the area of effect for the duration of the spell.


Gate


  • (Conjuration) 
  • Level: Clr 9, Sor/Wiz 9, Bane 7
  • Range: Sight of Caster
  • Duration: 33 rounds
  • Casting Time: 5
  • Area of Effect: Special 
  • Saving Throw: None 

By means of this spell, the caster calls an outer planar creature to attack his foes and himself if he's not careful.  Any creature not under the effects of Protection from Evil will be subject to the demon's attacks.  If the caster fails to protect himself in this manner, the demon will tear the caster and his companions apart, piece by piece and then feast on the remains.

Mass Dominate


  • (Enchantment) 
  • Level: Brd 8, Sor/Wiz 9, Bane 9
  • Range: Sight of Caster
  • Duration: 1 round/level
  • Casting Time: 9
  • Area of Effect: 20-foot radius
  • Saving Throw: Will negates 

This spell forces all creatures not allied with the caster in the area of effect to Will save or be dominated as if affected by the 5th level spell Dominate Person.  Undead are unaffected by this spell.

Meteor Swarm


  • (Evocation) 
  • Level: Sor/Wiz 9, Lathander 9
  • Range: Sight of Caster
  • Duration: 1 round
  • Casting Time: 9
  • Area of Effect: 30-foot radius
  • Saving Throw: Reflex half

Upon completion of this spell, meteors bombard the area of effect, dealing devastating damage to friend or foe.  All creatures in the area effect take 24d6 fire damage with a Reflex save for half damage.  The caster is well advised to be careful in his use of this spell.

Power Word: Kill


  • (Conjuration)
  • Level: Sor/Wiz 9, Oghma 8, Tempus 9
  • Range: Sight of Caster
  • Duration: Permanent 
  • Casting Time: 1
  • Area of Effect: 10-foot radius
  • Saving Throw: None

Similar to Power Word: Silence and Power Word: Stun, Power Word: Kill is perhaps the deadliest word of power. It kills one creature with up to 100 hit points, or multiple creatures with 20 or fewer hit points, up to a maximum of 200 hit points. The hit point checks are done against the creature's current hit points, not their maximum, so it will affect extremely tough creatures that have been wounded.


Summon Monster IX


  • (Conjuration)
  • Level: Clr 9, Sor/Wiz 9
  • 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.

Wail of the Banshee


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

The caster emits a terrible scream that kills creatures who hear it (except for the caster). The spell affects up to one creature per caster level.

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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