Level 2 Wizard Spells, Icewind Dale 2 IWD2


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Level 2 Wizard Spells Icewind Dale 2



There are 25 level 2 Wizard spells in Icewind Dale 2 (IWD2). The best level 2 Wizard spells in IWD2 are Invisibility, Luck, Mirror Image, Snilloc's Snowball Swarm and Web.

Aganazzar's Scorcher IWD2



  • Evocation
  • Level: Sor/Wiz 2, Lathander 3
  • Range: Sight of Caster
  • Duration:  1 round
  • Casting Time: 2
  • Area of Effect: 2-foot by 60-foot jet. 
  • Saving Throw: Reflex Half

Upon completion of this spell, a jet of flame shoots from the caster's fingertips toward the target creature.  The stream of fire is continuous and deals 3d6 fire damage to the target twice over the course of a round with no saving throw for a total of 6d6 fire damage.  In addition, anyone that is caught in the flame's path takes 2d8 fire damage with a Reflex save for half damage.  The caster must concentrate to maintain the flame and is thus immobile for the duration of the spell.

Blindness IWD2



  • Transmutation
  • Level: Brd 2, Clr 3, Sor/Wiz 2, Mask 2
  • Range: Sight of Caster
  • Duration: 8 hours
  • Casting Time: 2
  • Area of Effect: 1 creature 
  • Saving Throw: Fortitude negates

This spell blinds one creature.  Blind creatures are at a significant disadvantage in combat, with a -2 penalty to AC, no AC bonus from dexterity, and attacks by the blind creature are 50% likely to outright miss (all opponents have full concealment).

Blur IWD2



  • Illusion
  • Level: Brd 2, Sor/Wiz 2, Mask 2
  • Range: Caster
  • Duration: 1 minute / level 
  • Casting Time: 2
  • Area of Effect: Caster
  • Saving Throw: None

Blur causes the wizard's body to become blurred, shifting and wavering. This distortion gives the caster's attackers a 20% miss chance when trying to hit him.

Bull's Strength IWD2



  • Transmutation
  • Level: Brd 2, Clr 2, Pal 2, Sor/Wiz 2, Lathander 2
  • Range: Touch 
  • Duration: 1 hour/level
  • Casting Time: 1 round
  • Area of Effect: 1 creature
  • Saving Throw: None 

This spell grants the target creature a 1d4 + 1 strength bonus for the duration of the spell.

Cat's Grace IWD2



  • Transmutation
  • Level: Brd 2, Sor/Wiz 2
  • Range: Touch 
  • Duration: 1 hour/level
  • Casting Time: 2
  • Area of Effect: 1 creature
  • Saving Throw: None 

This spell grants the target creature a 1d4 + 1 dexterity bonus for the duration of the spell.

Deafness IWD2



  • Transmutation
  • Level: Brd 2, Sor/Wiz 2
  • Range: Sight of Caster
  • Duration: 1 day
  • Casting Time: 2
  • Area of Effect: 1 creature
  • Saving Throw: Fortitude negates

This spell will make the target totally deaf.  Deafened spellcasters are 20% more likely to miscast any spell.  This deafness can be done away with by a dispel magic spell and similar effects.

Death Armor IWD2



  • Necromancy 
  • Level: Sor/Wiz 2, Talos 2
  • Range: Caster
  • Duration: 1 round/level
  • Casting Time: 2
  • Area of Effect: Caster
  • Saving Throw: None

This spell surrounds the caster with crackling black energy from the negative energy plane.  The Death Armor will damage anyone who strikes the caster in melee, dealing 1d4 + 1 per 2 caster levels (maximum of 1d4 + 5) magic damage.  Other non-living creatures such as constructs and golems are unaffected.

Decastave IWD2


  • Evocation
  • Level: Sor/Wiz 2
  • Range: Caster 
  • Duration: 1 round/level 
  • Casting Time: 2
  • Area of Effect: Caster
  • Saving Throw: None

This spell creates a staff of force in the caster's hand which can be wielded as a weapon - weapon proficiency bonuses or penalties apply.  The Decastave deals 1d8 bludgeoning damage per hit, and can hit creatures immune to normal weapons.  The staff also drains an additional 1d2 hit points per strike that is transferred over to the wielder's own hit points.  These extra hit points can take the wielder over his maximum hit points, but any hit points gained in such a manner are temporary and will dissipate in a turn.

Eagle's Splendor IWD2

 
  • Transmutation
  • Level: Brd 2, Sor/Wiz 2, Oghma 1
  • Range: Caster
  • Duration: 10 rounds / level
  • Casting Time: 1 
  • Target: Creature touched
  • Saving Throw: None 

The transmutated creature becomes more poised, articulate, and personally forceful.  The spell grants an enhancement bonus to Charisma of 1d4+1 points, adding the usual benefits of Charisma-based skills and abilities. 

Gedlee's Electric Loop IWD2


  • Evocation
  • Level: Sor/Wiz 2, Talos 2
  • Range: Close
  • Duration: Instantaneous
  • Casting Time: 2
  • Area of Effect: 5-foot radius
  • Saving Throw: Reflex half

Upon completion of this spell a ring of electricity erupts from the caster, dealing 1d6 electricity damage per every two caster levels (maximum 5d6 electricity damage) to every creature within the area of effect.  In addition, creatures struck by the ring are stunned for 1 round.  A successful Reflex save halves the damage and negates the stunning effect.

Ghoul Touch IWD2


  • Necromancy
  • Level: Sor/Wiz 2
  • Range: Touch
  • Duration: Special
  • Casting Time: 2
  • Area of Effect: Living humanoid
  • Saving Throw: Fortitude negates 

This spell brings the power of the ghoul to the caster's hands - when a successful touch attack is made, the victim must make a successful Fortitude save or be paralyzed and be covered with an awful carrion stench for 5 rounds.  All creatures within a 10-foot radius of the victim, with the exception of the caster, suffer extreme nausea and are at a penalty of 2 for attack bonuses, damage, and saving throws.  This penalty can be resisted with a successful Fortitude save every round a creature remains within 10 feet of the victim.  Non-living creatures are unaffected by this spell.

Horror IWD2


  • Necromancy
  • Level: Brd 2, Sor/Wiz 2, Bane 2
  • Range: Sight of Caster
  • Duration: 4 rounds
  • Casting Time: 2 
  • Area of Effect: 15-foot radius
  • Saving Throw: Will negates 

All enemies within the area of effect must make a Will save (at a +3 bonus) or flee in terror. Certain creatures, such as undead, are immune to this spell.

Invisibility IWD2


  • Illusion
  • Level: Brd 2, Sor/Wiz 2
  • Range: Touch 
  • Duration: 10 minutes / level
  • Casting Time: 2 
  • Area of Effect: 1 creature
  • Saving Throw: None 

This spell turns a creature invisible and makes it undetectable by normal vision or darkvision. The spell remains in effect until the duration has expired, it is magically broken or dispelled, or until the recipient talks to or attacks any creature. Thus the invisible being can open doors, eat, climb stairs, etc., but if he attacks or casts a spell, he immediately becomes visible (although the invisibility enables him to attack first).

Knock IWD2


  • Transmutation
  • Level: Sor/Wiz 2
  • Range: Sight of Caster
  • Duration: Special 
  • Casting Time: 1 
  • Area of Effect: Locked door or chest 
  • Saving Throw: None

The Knock spell opens locked, held or arcane locked doors.  It opens secret doors, as well as locked boxes or chests.  It does not raise barred gates or similar impediments.  

Know Alignment IWD2


  • Divination
  • Level: Clr 2, Sor/Wiz 2
  • Range: Sight of Caster
  • Duration: Instantaneous
  • Casting Time: 1 round 
  • Area of Effect: 1 creature 
  • Saving Throw: Will negates 

A Know Alignment spell enables the mage to read a creature's aura. If the creature rolls a successful Will save, the caster learns nothing about that particular creature from the casting. Certain magical devices negate the power of the Know Alignment spell. Evil creatures will glow red, neutrals blue, and friendly creatures will glow green for a brief period.

Luck IWD2


  • Enchantment
  • Level: Brd 2, Sor/Wiz 2
  • Range: Sight of Caster
  • Duration: 10 rounds
  • Casting Time: 2 
  • Area of Effect: 1 creature
  • Saving Throw: None 

The recipient of this spell gains a +1 bonus to luck for the duration of the spell.  Luck weights die rolls in a character's favor - with a +1 bonus to luck, if 1d8 is rolled, the effective range becomes 2-8 - a roll of 1 becomes 2, a roll of 4 becomes 5, and a roll of 8 stays at 8.  Most importantly luck influences damage dice rolls, attack bonuses, saving throws, and skill checks, but luck also works in more subtle ways.  This spell is not cumulative with repeat castings.

Melf's Acid Arrow IWD2


  • Conjuration
  • Level: Sor/Wiz 2
  • Range: Sight of Caster
  • Duration: Special 
  • Casting Time: 2 
  • Area of Effect: 1 creature
  • Saving Throw: None

This spell creates a magical arrow that speeds to its target. The arrow has no attack or damage bonus, but it inflicts 2-8 points of acid damage.  There is no splash damage.  For every three levels the caster has achieved, the acid lasts another 1 round, inflicting another 2-8 points of damage. So at 3rd-5th level, the acid lasts 2 rounds, at 6th-8th level, the acid lasts for 3 rounds, etc.

Minor Elemental Barrier IWD2



  • Abjuration
  • Level: Clr 2, Drd 2, Pal 2, Rgr 1, Sor/Wiz 2, Ilmater 1
  • Range: Touch 
  • Duration: 1 round/level 
  • Casting Time: 5 
  • Area of Effect: 1 creature
  • Saving Throw: None 

This spell toughens the target creature's body to withstand fire and cold, granting a 4/- fire and cold resistance bonus for the duration of the spell.

Mirror Image IWD2


  • Illusion
  • Level: Brd 2, Sor/Wiz 2, Mask 3
  • Range: Caster
  • Duration: 3 rounds/level
  • Casting Time: 1
  • Area of Effect: Caster
  • Saving Throw: None 

When a Mirror Image spell is invoked, the spellcaster causes two to eight duplicates of himself to come into being around him. These images do exactly what the wizard does. Since the spell causes a blurring and slight distortion when it is cast, it is impossible for opponents to be certain which ones are the illusions and which is the actual wizard. When an image is struck by a melee or missile attack, magical or otherwise, it disappears, but any other existing images remain intact until struck. The images shift from round to round so that an enemy must first hit every image before being able to hit the wizard.

Power Word: Sleep IWD2


  • Conjuration
  • Level: Brd 2, Sor/Wiz 2
  • Range: Sight of Caster
  • Duration: 5 rounds
  • Casting Time: 1 
  • Area of Effect: 1 creature 
  • Saving Throw: Will negates

When a wizard calls upon a Power Word Sleep spell, he forces a comatose slumber upon a creature who must resist with a Will save or fall asleep.  The creature will wake up if injured.

Protection from Arrows IWD2


  • Abjuration
  • Level: Sor/Wiz 2
  • Range: Touch 
  • Duration: 10 minutes / level
  • Casting Time: 3 
  • Area of Effect: 1 creature
  • Saving Throw: None 

This spell grants the target a damage reduction of 10/+1 against missiles for the duration of the spell.  The damage reduction increases with the level of the caster to 10/+2 at 5th level, 10/+3 at 10th, 10/+4 at 15th, and 10/+5 at 20th.

Ray of Enfeeblement IWD2


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

By means of a Ray of Enfeeblement, a wizard weakens an opponent, reducing its strength and therefore the attacks that rely upon it.  The victim's strength is reduced by 15 for the duration of the spell, unless a Fortitude save is made.  Any associated penalties with having a reduced strength apply.  The effects of this spell are not cumulative with repeat castings.

Resist Fear IWD2


  • Abjuration
  • Level: Sor/Wiz 2
  • Range: Sight of Caster
  • Duration: 1 hour
  • Casting Time: 1 
  • Area of Effect: 30-foot radius
  • Saving Throw: None

This mage spell instills courage in the spell's recipients, raising their morale to maximum. The recipients' morale will gradually reset to normal as the duration runs out. If the recipients are under the effects of magical fear, the effect is negated.

See Invisibility IWD2

 
  • Divination
  • Level: Brd 2, Sor/Wiz 2, Oghma 2
  • Range: Sight of Caster
  • Duration: Instant
  • Casting Time: 2 
  • Area of Effect: Sight of Caster
  • Saving Throw: None 

When the wizard casts a See Invisibility spell, he dispels any invisibility and reveals any hidden characters in the area of effect (i.e., thieves using stealth). Note: if an invisible creature enters the area of effect after the spell has already been cast, the creature will remain invisible.

Snilloc's Snowball Swarm IWD2


  • Evocation
  • Level: Sor/Wiz 2
  • Range: Sight of caster 
  • Duration: Instantaneous
  • Casting Time: 2
  • Area of Effect: 10-foot radius burst
  • Saving Throw: Reflex half

This spell causes a flurry of snowballs to erupt from a point within range. The swarm of snowballs deals 2d6 points of cold damage.  For every two caster levels beyond 3rd, the snowballs deal an extra die of damage, to a maximum of 5d6 at 9th level or higher.  Fire-based creatures suffer double damage if they fail their save.

Summon Monster 2 IWD2



  • Conjuration
  • Level: Brd 2, Clr 2, Sor/Wiz 2
  • 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.

Vocalize IWD2


  • Transmutation
  • Level: Brd 2, Sor/Wiz 2
  • Range: Touch 
  • Duration: 10 rounds
  • Casting Time: 2 
  • Area of Effect: 1 creature
  • Saving Throw: None 

The recipient of this spell can cast spells with a verbal component without having to make any noise, so long as the casting takes place entirely within the duration of the Vocalize spell. This spell has no effect on other noises or speech - it simply removes a spell's verbal component. This spell is a great counter for Silence.

Web IWD2


  • Conjuration
  • Level: Sor/Wiz 2
  • Range: Sight of Caster
  • Duration: 15 rounds
  • Casting Time: 2 
  • Area of Effect: 15-foot radius
  • Saving Throw: Reflex negates

Web creates a many-layered mass of strong, sticky strands, similar to spider webs, but much larger and tougher.  Creatures within the area of effect who fail a Reflex save suffer a -2 penalty to attack rolls, -4 penalty to Dexterity, and can't move.  An entangled character who attempts to cast a spell must make a Concentration check or lose the spell.

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