Search String

Wizard Spells Icewind Dale 2 IWD2

Computer Game History | Computer Game Reviews | Amiga Game Reviews

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 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.

Level 3 Wizard Spells Icewind Dale 2



There are 21 level 3 Wizard spells in Icewind Dale 2 (IWD2). The best level 3 Wizard spells in IWD2 are Blink, Fireball, Haste, Melf's Minute Meteors, Skull Trap and Slow.

Blink



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

Through this spell, the caster is able to enter a state where she is constantly phasing between the material and ethereal planes.  While in this state attacks against the caster are 50% likely to outright fail, but the caster's attacks also suffer and are 20% likely to fail.  In addition, spellcasting is 20% likely to fail when under the effects of this spell.

Dire Charm



  • Enchantment 
  • Level: Brd 2, Sor/Wiz 3, Bane 3
  • Range: Sight of Caster
  • Duration: 20 rounds
  • Casting Time: 3 
  • Area of Effect: 1 Humanoid Medium-sized or smaller
  • Saving Throw: Will negates 

This spell is similar to the Charm Person spell. However, the affected creature goes into a berserk state, wanting no one to harm his master (the spell caster). Thus, the creature will fight enemies of the caster, even former allies. The spell is limited in the same manner as Charm Person Spell. The spell can affect any humanoid medium-sized or smaller. Thus, a 10th-level fighter could be charmed, but an ogre could not.  A successful Will save will negate any effect.

Dispel Magic



  • Abjuration
  • Level: Brd 3, Clr 3, Drd 4, Pal 3, Sor/Wiz 3, Oghma 3
  • Range: Sight of Caster
  • Duration: Instantaneous 
  • Casting Time: 3 
  • Area of Effect: 15-foot radius 
  • Saving Throw: Will negates

A Dispel Magic spell removes magical effects upon anyone within the area of effect. This includes the effects of spells, potions and magical items. It does not, however, affect magical items themselves.  Enemy creatures are allowed a Will save to resist, friendly creatures are automatically affected.

Flame Arrow



  • Conjuration 
  • Level: Sor/Wiz 3
  • Range: Sight of Caster
  • Duration: Instant
  • Casting Time: 3 
  • Area of Effect: 1 Creature
  • Saving Throw: Reflex half 

Fireball


This spell enables the caster to hurl fiery arrows at his enemies. Each bolt inflicts 4-24 points of fire damage. Only half of the fire damage is inflicted if the creature rolls a successful Reflex save. The caster can fire one bolt for every four experience levels (two bolts at 8th level, three at 12th level, etc.).


  • Evocation
  • Level: Sor/Wiz 3
  • Range: Sight of Caster
  • Duration: Instantaneous 
  • Casting Time: 3 
  • Area of Effect: 20-foot radius 
  • Saving Throw: Reflex half

Upon completion of this spell the caster hurls a fireball at the target, exploding upon impact and dealing 1d6 fire damage per caster level (maximum 10d6 fire damage) to all creatures in the area of effect.  A successful Reflex save halves the damage.

Ghost Armor



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

This spell creates a magical field of force with the strength of chainmail armor (deflection bonus +5). It is cumulative with Dexterity effects, armor bonuses and shield bonuses. The Ghost Armor spell does not hinder movement, adds no weight or encumbrance, nor does it prevent spellcasting. It lasts until dispelled or until the duration runs out.

Haste



  • Transmutation
  • Level: Brd 3, Sor/Wiz 3
  • Range: Sight of Caster
  • Duration: 1 round/level 
  • Casting Time: 3 
  • Area of Effect: 1 creature
  • Saving Throw: None 

A creature affected by Haste gains an extra attack every round, a +4 armor bonus, and moves at double its base movement rate.  Haste dispels and counters slow and is not cumulative with itself or with other similar magic.

Hold Person



  • Enchantment
  • Level: Brd 2, Clr 2, Sor/Wiz 3, Helm 2
  • Range: Sight of Caster
  • Duration: 1 round/level 
  • Casting Time: 3 
  • Area of Effect: Special
  • Saving Throw: Will negates 

This spell holds 1-4 humans, demihumans, or humanoid creatures immobile for five rounds or longer. The Hold Person spell affects any bipedal human, demihuman, or humanoid of man size or smaller, including dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, lizard men, orcs, troglodytes, and others. Thus, a 10th-level fighter could be held, while an ogre could not. The effect selects the enemies closest to the target and holds them. Enemies making their Will saves are totally unaffected by the spell. Undead creatures cannot be held. Held creatures cannot move or speak, but they remain aware of events around them and can use abilities not requiring motion or speech. Being held does not prevent the worsening of the subject's condition due to wounds, disease, or poison.  A successful Will save negates any effect.

Icelance


  • Evocation
  • Level: Sor/Wiz 3
  • Range: Sight of Caster
  • Duration: Instantaneous 
  • Casting Time: 3
  • Area of Effect: 1 creature
  • Saving Throw: Fortitude half

This spell fires a magical lance of ice at a target of the caster's choosing.  It automatically hits, inflicting 5-30 points of damage and forcing the target to make a Fortitude save or be stunned for 1-4 rounds. 

Invisibility Sphere


  • Illusion
  • Level: Brd 3, Sor/Wiz 3, Mask 3
  • Range: Caster
  • Duration: 10 minutes / level
  • Casting Time: 1 round
  • Area of Effect: 10-foot radius
  • Saving Throw: None 

This spell causes all creatures within 10' of the caster to vanish from sight and be undetectable by normal vision or even darkvision.  Of course, the invisible creature is not magically silenced, and certain other conditions can render the creature detectable. Even allies cannot see the invisible creature or his gear, unless these allies can normally see invisible things or employ magic to do so.  Items dropped or put down by the invisible creature become visible, items picked up disappear if tucked into the clothing or pouches worn by the creature. The spell remains in effect until it is magically broken or dispelled, until the wizard or recipient cancels it, until the recipient attacks any creature, or until the duration has expired. Thus the invisible being can open doors, talk, eat, climb stairs, etc., but if he attacks, he immediately becomes visible, although the invisibility enables him to attack first.

Lance of Disruption


  • Evocation
  • Level: Sor/Wiz 3
  • Range: 60 feet
  • Duration: Instantaneous
  • Casting Time: 3
  • Area of Effect: Special
  • Saving Throw: Reflex half

This spell creates a lance of force, extending from the caster to a specified point 60 feet in the distance.  Any creatures in the lance's path take 5d4 points of crushing damage, +2 points of damage per level of the caster (maximum of +30).  Victims can Reflex save for half damage.

Lightning Bolt


  • Evocation
  • Level: Sor/Wiz 3, Talos 3
  • Range: Line of Sight
  • Duration: Instantaneous 
  • Casting Time: 3 
  • Area of Effect: Special 
  • Saving Throw: Reflex half

Upon casting this spell, the wizard releases a powerful stroke of electrical energy that inflicts 1-6 points of damage per level of the spellcaster to each creature within its area of effect (maximum damage of 10-60). A successful Reflex save reduces this damage to half (round fractions down). When the lightning bolt intersects with a wall it will fizzle out.

Magic Circle Against Evil



  • Abjuration [Good]
  • Level: Brd 3, Clr 3, Pal 3, Sor/Wiz 3, Ilmater 3
  • Range: Touch 
  • Duration: 10 rounds / level
  • Casting Time: 7
  • Area of Effect: 10-foot radius
  • Saving Throw: None 

When this spell is cast, all creatures within a 10' radius are affected individually by Protection from Evil, giving them +2 to deflection bonus to AC, +2 to Saving Throws and immunity to all control based spells against attack from evil creatures.

Melf's Minute Meteors


  • Evocation
  • Level: Sor/Wiz 3
  • Range: Caster
  • Duration: 8 hours 
  • Casting Time: 3
  • Area of Effect: Caster
  • Saving Throw: Reflex half

This spell enables the wizard to cast one small meteor for each level of the caster. Each meteor bursts into a 1-foot-diameter sphere upon impact and inflicts 1d4+3 points of damage and +3 points of fire damage to the creature struck. The meteors are treated as missiles hurled by the wizard with a +5 bonus to attack rolls and no penalty for range. The wizard may discharge up to five missiles per round.

Nondetection


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

By casting this spell, the wizard makes the creature touched undetectable by divination spells that reveal a hidden or invisible creature (such as See Invisibility and Invisibility Purge).

Protection from Fire



  • Abjuration
  • Level: Clr 3, Drd 3, Rgr 2, Sor/Wiz 3, Selune 3
  • Range: Touch 
  • Duration: Special 
  • Casting Time: 3
  • Area 'of Effect: Creature touched 
  • Saving Throw: None 

The effect of a Protection from Fire spell differs according to the recipient of the magic - either the caster or some other creature. In either case, the spell lasts no longer than one turn per caster level.  When the spell is cast it confers complete invulnerability to normal fires (torches, bonfires, oil fires, and the like) and to exposure to magical fires such as fiery dragon breath, spells such as Burning Hands, Fireball, Fire Seeds, Fire Storm, Flame Strike, Meteor Swarm, hell hound or pyrohydra breath, etc., absorbing 50% of all the damage dealt by such magical sources.  When cast upon the caster the protection from magical fires is 75% as opposed to 50%.

Skull Trap


  • Necromancy
  • Level: Sor/Wiz 3
  • Range: Sight of Caster 
  • Duration:  Special
  • Casting Time: 3 
  • Area of Effect: Special
  • Saving Throw: Reflex half

Upon casting this spell, a skull is thrown by the caster at the target area. The skull floats in the area until a creature comes within 5 feet of it. When this happens, the skull is triggered and explodes, damaging everyone within a 10-foot radius. The damage inflicted is equal to 1-6 hit points per level of the caster. When casting this spell, it is wise to set it far away from the party, lest they set it off accidentally.  Leaving the area the Skull Trap is in will make it disappear harmlessly.  A successful Reflex save will do half damage.

Slow


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

A creature affected by Slow loses an attack every round (but will not drop below 1 attack per round), is at -2 attack rolls, -2 to AC, -2 to damage rolls, -2 to reflex saves, and moves at half its base movement rate.  Slow dispels and counters Haste and is not cumulative with itself or with other similar magic.

Stinking Cloud 


  • Conjuration
  • Level Sor/Wiz 3
  • Range: Medium
  • Duration: 1 round/level
  • Casting Time: 2 
  • Area of Effect: 30-foot radius
  • Saving Throw: Fortitude negates

Stinking Cloud creates a billowing mass of noxious vapors up to 30 feet away from the wizard.  Any living creature caught within the cloud must roll a successful Fortitude save or become nauseated, making them unable to attack, cast spells, concentrate on spells, and so on.  These effects last for as long as the character remains in the cloud.

Summon Monster 3



  • Conjuration 
  • Level: Brd 3, Clr 3, Sor/Wiz 3
  • 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.

Vampiric Touch 


  • Necromancy
  • Level: Sor/Wiz 3
  • Range: Touch
  • Duration: Special
  • Casting Time: 3 
  • Area of Effect: Living creature touched
  • Saving Throw: None 

This spell imbues the caster's hands with the ability to drain life.  When a successful melee touch attack is made, the victim loses 1d6 hit points for every two caster levels (maximum 10d6). These hit points are added to the caster, with any hit points over the caster's normal maximum total treated as temporary bonus hit points. The temporary hit points disappear after 1 hour.

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 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.

Level 6 Wizard Spells Icewind Dale 2



There are 26 level 6 Wizard spells in Icewind Dale 2 (IWD2). The best level 6 Wizard spells in IWD2 are Acid Storm and Mass Haste.


Acid Fog


  • (Conjuration)
  • Level: Sor/Wiz 6
  • Range: Sight of Caster 
  • Duration: 10 rounds
  • Casting Time: 6
  • Area of Effect: 15-foot radius
  • Saving Throw: none

This spell brings forth a billowing cloud of acidic fog.  The thick fog limits movement to 50% of a creature's current movement rate.  In addition, all creatures caught within the fog take 2D6 points of acid damage per round.


Acid Storm


  • (Evocation)
  • Level: Sor/Wiz 6, Talos 8
  • Range: Sight of Caster
  • Duration: Instantaneous
  • Casting Time: 7
  • Area of Effect: 20-foot radius
  • Saving Throw: Reflex half

You cause acid to rain downward.  The acid deals 1d6 points of acid damage per caster level (maximum 15d6).


Antimagic Field


  • (Abjuration)
  • Level: Clr 8, Sor/Wiz 6, Selune 6
  • Range: Caster 
  • Duration: 10 rounds/level
  • Casting Time: 1
  • Area of Effect: Caster
  • Saving Throw: None

This spell surrounds the caster with an invisible barrier that moves with him. This barrier makes the wizard immune to any magical attacks, but it prevents the wizard from casting spells out of the field. 


Carrion Summons


  • (Conjuration) 
  • Level: Sor/Wiz 6
  • Range: Sight of Caster
  • Duration: 7 rounds + 1 round/level
  • Casting Time: 1 round
  • Area of Effect: Special 
  • Saving Throw: None 

This spell conjures forth a mutated carrion crawler of enormous size that is under the caster's control.  There is a 35% chance this spell will summon two carrion crawlers instead of just one.


Chain Lightning


  • (Evocation)
  • Level: Sor/Wiz 6, Talos 6
  • Range: Sight of Caster
  • Duration: Instantaneous 
  • Casting Time: 5
  • Area of Effect: Special
  • Saving Throw: Reflex half

This spell releases a burst of electrical energy at a target; unlike the Lightning Bolt spell, however, once the bolt strikes the initial target, the electricity then jumps to the next nearest enemy doing significant, but less damage. The bolt initially inflicts 1-6 hit points of electrical damage/level of the caster, to a maximum of 20d6 points of damage. The bolt will jump to a number of other monsters equal to the caster's level inflicting half as much possible damage.  A 19th level caster will hit the initial target for 19d6 worth of damage, while all subsequent targets will take 9d6 points of damage.

Circle of Death


  • (Necromancy)
  • Level: Sor/Wiz 6
  • Range: Sight of Caster
  • Duration: Instantaneous 
  • Casting Time: 6
  • Area of Effect: 30-foot radius
  • Saving Throw: Fortitude negates

This spell snuffs out the lives of creatures in the area of effect killing them instantly (Fortitude negates). The number of creatures affected is equal to 1d4 Hit Dice per caster level.  However, creatures over 9 Hit Dice are not affected by the spell.

Darts of Bone


  • (Necromancy)
  • Level: Sor/Wiz 6
  • Range: Caster
  • Duration: 5 rounds
  • Casting Time: 5
  • Area of Effect: Caster
  • Saving Throw: Fortitude negates

This spell creates nine darts that can be used by the caster and cannot be unequipped so long as the spell is in effect.  The darts are +3, do 1d4 damage, and a creature struck by a dart must make a Fortitude save or take another 2d6 damage and have its strength reduced by 1d4+1 for 5 rounds.  The caster's weapon proficiency with darts (or lack thereof) has no effect on the darts' chances to hit a target.

Disintegrate


  • (Transmutation)
  • Level: Sor/Wiz 6
  • Range: Sight of Caster
  • Duration: Instantaneous 
  • Casting Time: 6
  • Area of Effect: 1 Creature
  • Saving Throw: Fortitude partial

The spell makes a creature... vanish. When cast, a ball of green energy shoots forth from the caster to the target, who will be disintegrated unless they make a Fortitude save. This spell works on undead creatures. Even on a successful save the creature will still take 5d6 points of damage.

Flesh to Stone


  • (Transmutation) 
  • Level: Sor/Wiz 6
  • Range: Sight of Caster
  • Duration: Permanent
  • Casting Time: 6
  • Area of Effect: 1 creature
  • Saving Throw: Fortitude negates

This spell turns a creature to stone.  They are allowed a Fortitude save to avoid the effect.  The effects of this spell may be reversed with the 6th level wizard spell, Stone to Flesh.

Globe of Invulnerability


  • (Abjuration) 
  • Level: Sor/Wiz 6, Helm 6
  • Range: Caster
  • Duration: 1 round/level 
  • Casting Time: 1 round
  • Area of Effect: Caster
  • Saving Throw: None 

This spell is similar to the 4th level wizard spell, Minor Globe of Invulnerability, except that it protects the caster from 4th level spells as well.

Lich Touch


  • (Necromancy)
  • Level: Sor/Wiz 6
  • Range: Touch 
  • Duration: 1 round/level 
  • Casting Time: 6
  • Area of Effect: Caster
  • Saving Throw: Fortitude half

This spell confers the powers of a lich's touch and a lich's immunities upon the caster. The wizard gains immunity to paralysis and fear while the spell is in effect, and his hands are imbued with a chilling force of negative energy.  Successful touch attacks deal 1d10 cold damage and victims must make a Fortitude save or be paralyzed for 1 turn.  The touch attack is not effective against undead.

Mass Haste


  • (Transmutation)
  • Level: Brd 6, Sor/Wiz 6
  • Range: Sight of Caster
  • Duration: 3 rounds + 1 round/level 
  • Casting Time: 3 
  • Area of Effect: 20-foot radius
  • Saving Throw: None 

For all allies in the area of effect, Mass Haste doubles their base movement and attack rate for the duration of the spell (spellcasting and spell effects are not sped up).  Mass Haste is not cumulative with itself or with other similar magic and will negate and cancel out the effects of a Slow spell.

Otiluke's Freezing Sphere


  • (Evocation)
  • Level: Sor/Wiz 6
  • Range: Sight of Caster 
  • Duration: Instantaneous
  • Casting Time: 6
  • Area of Effect: 1 creature
  • Saving Throw: Reflex negates

This spell fires an orb of cold at a creature that inflicts 1d6 points of cold damage/level of the caster (maximum of 20d6). If the target makes its saving throw, however, they have dodged the orb and avoided all damage.

Power Word: Silence


  • (Conjuration)
  • Level: Brd 5, Sor/Wiz 6, Oghma 5, Bane 6
  • Range: Sight of Caster
  • Duration: 2 rounds
  • Casting Time: 1
  • Area of Effect: 1 Creature
  • Saving Throw: None

This spell allows the caster to utter one of the words of power. When spoken, Power Word: Silence can be invoked against any creature in range, preventing them from making a sound.  No saving throw is allowed. 

Protection from Magic Energy


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

This spell grants a +30 magic damage resistance bonus for the duration of the spell.

Shades


  • (Illusion)
  • Level: Brd 6, Sor/Wiz 6, Mask 7
  • Range: Sight of Caster 
  • Duration: 1 round/level 
  • Casting Time: 6
  • 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.  This shadowy creature has only 60% of the hit points of its real-world counterpart, although its attacks do full damage.  More powerful shadow creatures are summoned at higher caster levels.

Soul Eater


  • (Necromancy)
  • Level: Sor/Wiz 6, Mask 7
  • Range: Sight of Caster
  • Duration: Instantaneous
  • Casting Time: 5
  • Area of Effect: 10-foot radius
  • Saving Throw: Fortitude negates

This spell deals 3d8 damage to all living creatures within a 10-foot radius.  Any creatures that die as a result of this damage are obliterated and their essence is transformed into a 3 hit dice skeleton under control of the caster.  Also, for each creature that dies in this manner the caster receives a +1 bonus to strength, dexterity, and constitution for 1 turn. Soul Eater has no effect on undead, constructs, and elemental creatures.

Summon Invisible Stalker


  • (Conjuration)
  • Level: Brd 6, Sor/Wiz 6
  • Range: Sight of Caster
  • Duration: 2 hours
  • Casting Time: 1 round
  • Area of Effect: Special
  • Saving Throw: None

This spell summons an invisible stalker, a creature native to the Elemental Plane of Air. This creature will obey the orders of the caster and remain until the spell duration expires or it is slain.


Summon Monster VI


  • (Conjuration) 
  • Level: Brd 6, Clr 6, Sor/Wiz 6
  • 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.

Tenser's Transformation


  • (Transmutation)
  • Level: Sor/Wiz 6
  • Range: Caster 
  • Duration: 1 round/level 
  • Casting Time: 6
  • Area of Effect: Caster
  • Saving Throw: None

The caster becomes a virtual fighting machine -- stronger, tougher, faster, and more skilled in combat.  The caster's mindset changes so that he relishes combat and can't cast spells.  The caster gains 1d6 temporary hit points per caster level, a +4 natural armor bonus to AC, +2d4 Strength, +2d4 Dexterity, +1 attack bonus per two caster levels and a +5 bonus to Fortitude saves.  The caster attacks opponents with melee or ranged weapons, even resorting to unarmed attacks if that's all he can do.

Translocation Trick


  • (Transmutation) 
  • Level: Sor/Wiz 6
  • Range: Sight of Caster
  • Duration: Instantaneous
  • Casting Time: 1
  • Area of Effect: Special
  • Saving Throw: Fortitude negates

This spell allows the caster to switch positions with another creature - creatures not allied with the caster are entitled to a Fortitude save to resist the translocation.

Stone to Flesh


  • (Transmutation) 
  • Level: Sor/Wiz 6
  • Range: Medium
  • Duration: Permanent
  • Casting Time: 6
  • Area of Effect: 1 creature
  • Saving Throw: None

This spell turns a petrified creature back to normal.  If one of your companions has been victimized by a basilisk or a medusa, this spell will restore them to normal health.  The creature must succeed at a Fortitude save to survive the process however.

Trollish Fortitude


  • (Necromancy)
  • Level: Sor/Wiz 6
  • Range: Caster
  • Duration: 20 rounds
  • Casting Time: 6
  • Area of Effect: Caster
  • Saving Throw: None

This spell imbues the caster with the resilience of a troll, allowing the caster to regenerate 5 hit points per round up to his/her maximum hit points.

Wyvern Call


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

When this spell is cast, the wizard opens up a magical channel that will summon a wyvern to his aid.  The wyvern will remain under the wizard's control and will live and die at his command until the spell duration expires.

Level 7 Wizard Spells Icewind Dale 2



There are 17 level 7 Wizard spells in Icewind Dale 2 (IWD2). The best level 7 Wizard spells in IWD2 are Delayed Blast Fireball, Mass Invisibility and Mordenkainen's Sword.

Banishment


  • (Abjuration) 
  • Level: Clr 6, Sor/Wiz 7, Helm 9
  • Range: Sight of Caster
  • Duration: Instantaneous
  • Casting Time: 1
  • Area of Effect: 15-foot radius
  • Saving Throw: Will negates

Upon completion of this spell, all summoned creatures in the area of effect must make a Will save or be returned to the place they came from.  This spell has no effect on creatures that are not summoned.

Cacofiend


  • (Conjuration) 
  • Level: Sor/Wiz 7
  • Range: Sight of Caster
  • Duration: 15 rounds
  • Casting Time: 1 round
  • Area of Effect: Special 
  • Saving Throw: None 

When this spell is cast, it will create a demon that will go on a rampage attacking and killing everything in sight.  Anyone protected from evil will not be targeted by the demon.  This is a dangerous spell to invoke, saved best for desperate times.

Control Undead


  • (Necromancy) 
  • Level: Sor/Wiz 7
  • Range: Sight of Caster
  • Duration: 1 minute / level
  • Casting Time: 7
  • Area of Effect: 30-foot radius
  • Saving Throw: Will negates

The control undead spell allows the caster to take control of 1-4 undead creatures within the area of effect.  A Will save is allowed to negate the effect.  The undead remain under control of the caster for the duration of the spell or until they are affected by a dispel magic.

Delayed Blast Fireball


  • (Evocation) 
  • Level: Sor/Wiz 7
  • Range: Sight of Caster
  • Duration: Special
  • Casting Time: 7
  • Area of Effect: 30-foot radius
  • Saving Throw: Reflex half

This spell creates a fireball that hovers at a point determined by the caster.  The fireball will stay in position until someone walks too close to it, at which point it will explode for 1d8 points of damage per caster level. (Reflex save for half damage).

Elemental Barrier


  • (Abjuration) 
  • Level: Clr 7, Drd 7, Sor/Wiz 7
  • Range: Touch 
  • Duration: 1 round/level
  • Casting Time: 7
  • Area 'of Effect: 1 creature
  • Saving Throw: None 

This spell confers damage resistance of 15/- to acid, fire, cold and electrical damage.  This effect lasts for the duration of the spell or until dispelled.

Finger of Death

 
  • (Necromancy)
  • Level: Drd 8, Sor/Wiz 7
  • Range: Sight of Caster 
  • Duration: Permanent 
  • Casting Time: 5
  • Area of Effect: 1 creature
  • Saving Throw: Fortitude partial

The caster utters the finger of death incantation, points his index finger at the creature to be slain, and unless the victim makes a Fortitude save, the victim dies instantly.  Even if the save is successful, however, the brush with death still inflicts 3d6 + 1 point/level of damage.  Characters slain by a Finger of Death cannot be resurrected - they are gone forever.

Malavon's Rage


  • (Evocation)
  • Level: Sor/Wiz 7
  • Range: Caster
  • Duration: Instantaneous
  • Casting Time: 1
  • Area of Effect: 15-foot radius
  • Saving Throw: Reflex half

Malavon's Rage was created by the dark elf sorcerer Malavon.  It shoots darts of pure energy out from the caster's body in all directions, harming friend and foe alike.  The small wedges of magic do 20-80 points of piercing damage to everything caught in their path.  This spell is especially useful when a mage is surrounded by enemies.  A successful Reflex save will reduce the damage done by the spell by 50%.

Mass Invisibility


  • (Illusion)
  • Level: Brd 7, Sor/Wiz 7, Mask 8
  • Range: Sight of Caster 
  • Duration: 10 minutes / level
  • Casting Time: 7
  • Area of Effect: 30-foot radius
  • Saving Throw: None

Mass Invisibility hides all allied creatures within its area of effect as per the Invisibility spell.

Mordenkainen's Sword


  • (Evocation)
  • Level: Sor/Wiz 7
  • Range: Sight of Caster
  • Duration: 1 round/level 
  • Casting Time: 7
  • Area of Effect: Special
  • Saving Throw: None

This spell summons a shimmering sword of force that can be mentally wielded by the caster. Despite the fact it is held in the hand, it can hit creatures anywhere within the sight of the caster. The sword has a bonus to attack equal to the caster's level plus 4 and damages its target for 4d6+3 points of damage.  It is a considered a +3 weapon, so it can damage creatures normally that are resistant to damage from lesser magical items.

Power Word: Stun


  • (Conjuration)
  • Level: Sor/Wiz 7, Oghma 6, Tempus 8
  • Range: Sight of Caster
  • Duration: Special 
  • Casting Time: 1
  • Area of Effect: 1 creature
  • Saving Throw: None

Similar to Power Word: Silence and Power Word: Kill, Power Word: Stun is another of the words of power. Creatures with less than 50 hit points are stunned for 4-16 rounds, those with 51 to 100 hit points are stunned for 2-8 rounds, those with 101 to 150 hit points are stunned for 1-4 rounds, and those with more than 151 hit points are unaffected. The spell checks the creature's current hit points, not their maximum, so even the toughest creatures can be affected by this spell if they are wounded. 

Prismatic Spray


  • (Evocation)
  • Level: Brd 7, Sor/Wiz 7, Selune 9
  • Range: Caster 
  • Duration: Instantaneous
  • Casting Time: 7
  • Area of Effect: 70 x 15-foot spray
  • Saving Throw: Special

This spell causes shimmering rays of light to flash from the wizard's hand, in a cone 70 feet long and 15 wide at its end. Any creature touched by the rays may be inflicted with a random effect depending on the color (see below), but any creature with 8 hit dice or less is blinded for 2-8 rounds, regardless of any additional effect. The colors of the prismatic spray do the following: red (inflicts 20 hit points of fire damage, Reflex for half), orange (40 hit points of acid damage, Reflex save for half), yellow (80 hit points of electrical damage, Reflex for half), green (Fortitude save or die - survivors still take 20 hit points of poison damage), blue (Fortitude or turn to stone), indigo (Will save or go insane), or violet (Will save or be warped to another plane and back again instantaneously with the lasting effects of having 5 levels drained). There is also an equal chance that any creature within the area of the spell will be hit by two of the beams.

Seven Eyes


  • (Abjuration)
  • Level: Sor/Wiz 7, Helm 8
  • Range: Caster
  • Duration: 20 rounds
  • Casting Time: 7
  • Area of Effect: Caster
  • Saving Throw: None

This spell conjures forth seven magical orbs that float in a ring above the caster's head.  Each eye has a defensive and offensive ability, though once either one is used the eye will lose its power. Any subsequent castings of Seven Eyes will fail if cast before the expiration time, whether or not any eyes remain. The powers of each eye are described below.

  • Eye of the Mind: This orb protects the caster against mental attacks, such as charm, emotion, and fear.  The eye may be expended as the 1st level wizard spell Charm Person.
  • Eye of the Sword: This eye deflects the first physical damaging attack that strikes the caster.  The eye may be expended as the 1st level wizard spell Magic Missile (5 missiles).
  • Eye of the Mage: This eye absorbs one manifestation of fire, electrical, cold, or acid damage.  The eye can also be expended as the 3rd level wizard spell Lightning Bolt (4d8 damage).
  • Eye of Venom: This eye halts any one attack or effect that could poison the caster.  The eye can also be used to poison one creature, dealing 30 points of damage over a period of 30 seconds.
  • Eye of the Spirit: This eye blocks one instant-death magic attack (Death Spell, Finger of Death, Power Word Kill, Slay Living, Destruction).  The wizard may instead choose to expend the eye's power similar to a Ray of Enfeeblement, dropping a target's strength by -10, reducing its chance to hit, and the damage it deals.
  • Eye of Fortitude: This eye blocks one stunning, deafness, blindness, or silence effect.  It may alternatively be expended as the 4th level wizard spell, Shout.
  • Eye of Stone: This eye shields the caster from a single petrification attack.  It can also be used as the spell, Hold Person.

Any subsequent castings of Seven Eyes will fail if cast before the original spell expires, whether or not any eyes remain.

Suffocate


  • (Transmutation)
  • Level: Sor/Wiz 7, Bane 7
  • Range: Sight of Caster
  • Duration: 4 rounds
  • Casting Time: 7
  • Area of Effect: 10-foot radius
  • Saving Throw: Fortitude half

This spell draws the breath out of all creatures within the area of effect. Creatures that do not breathe are unaffected. Suffocating creatures suffer -4 to armor bonus, -4 attack bonus, -6 to dexterity, half movement rate, and take 4d8 points of damage per round. A successful Fortitude save negates all effects but 2d8 points of damage for one round. The effects begin to fade when the creature moves out of the area of effect, although it may take a round for a character to catch their second wind.

Summon Djinni


  • (Conjuration) 
  • Level: Brd 7, Sor/Wiz 7
  • Range: Sight of Caster
  • Duration: 1 round/level
  • Casting Time: 1 round
  • Area of Effect: Special 
  • Saving Throw: None 

With this spell, the conjurer can cajole a djinni, a massive genie with powerful abilities, to leave the Elemental Plane of Air and enter the Prime Material plane. The djinni will serve for the duration indicated above, attacking the enemies of the caster.  Casters are warned to be careful of this spell for a mistreated djinni will turn on his master at the first available opportunity. The summoned djinni does not offer wishes to the caster.

Summon Efreeti


  • (Conjuration) 
  • Level: Brd 7, Sor/Wiz 7
  • Range: Sight of Caster
  • Duration: 8 rounds + 1 round/level
  • Casting Time: 1 round
  • Area of Effect: Special 
  • Saving Throw: None 

With this spell, the conjurer can cajole an efreeti, a massive genie with powerful abilities, to leave the Elemental Plane of Fire and enter the Prime Material plane. The efreeti will serve for the duration indicated above, attacking the enemies of the caster. The caster is warned to be careful of this spell, for a mistreated efreeti will turn on its master at the first available opportunity. The efreeti does not provide wishes to the caster.


Summon Monster VII


  • (Conjuration) 
  • Level: Clr 7, Sor/Wiz 7, Tempus 7
  • 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.

Vipergout


  • (Conjuration) 
  • Level: Sor/Wiz 7
  • Range: Caster
  • Duration: 1 round/level
  • Casting Time: 7
  • Area of Effect: Caster
  • Saving Throw: None 

This spell summons vipers which leap forth from the caster's mouth to attack her enemies. Starting on the round the spell is completed, the caster spits forth one viper each round for the duration of the spell.  Spat vipers land at the caster's feet and stay for 3 rounds. Until the caster has brought forth all the snakes summoned by this spell, she cannot cast spells.

Level 8 Wizard Spells Icewind Dale 2



There are 14 level 8 Wizard spells in Icewind Dale 2 (IWD2). The best level 8 Wizard spells in IWD2 are Horrid Wilting and Mind Blank.

Fiery Cloud


  • (Conjuration)
  • Level: Sor/Wiz 8
  • Range: Sight of Caster
  • Duration: 10 rounds
  • Casting Time: 2
  • Area of Effect: 10-foot radius
  • Saving Throw: Reflex half

This spell brings forth a thin, smoky cloud that fills the area of effect and initially appears harmless.  However, one round later it sparks and flames, dealing 6d6 points of fire damage to anyone caught in the area of effect. The cloud will continue to flare at regular one round intervals for the duration of the spell.

Flaying


  • (Necromancy) 
  • Level: Sor/Wiz 8, Bane 8
  • Range: Sight of Caster
  • Duration: 10 rounds
  • Casting Time: 1
  • Area of Effect: 1 creature
  • Saving Throw: Fortitude half

This horrid spell strips the flesh from a target.  The target creature takes 1d4 slashing damage per caster level.  In addition, the creature is afflicted with a magically induced bleeding wound that deals 1 damage for every 5 caster levels per round for the duration of the spell.  A successful Fortitude save will halve the initial damage and negate the bleeding wound.

Great Shout


  • (Evocation)
  • Level: Brd 6, Sor/Wiz 8, Oghma 7
  • Range: Caster
  • Duration: Instantaneous 
  • Casting Time: 1 
  • Area of Effect: 30-feet long, 10-foot diameter
  • Saving Throw: Fortitude half

Upon uttering the Great Shout, the caster releases a stunning force from his mouth in a 30-foot long, 10-foot diameter cone.  Creatures within the area of effect must make a Fortitude save.  Those who fail the save are stunned for 2 rounds, deafened for 4 rounds, and suffer 2d6 points of damage.  Those who make the save are stunned for 1 round, deafened for 2 rounds, and suffer no damage.

Horrid Wilting


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

This spell evaporates moisture from the bodies of every living creature within the area of effect, inflicting 1d8 points of damage per caster level (Maximum 25d8).  Affected creatures are allowed a Fortitude save for half damage.  Water based creatures are especially vulnerable to this spell and receive a -2 penalty to their saving throws.

Mind Blank


  • (Abjuration)
  • Level: Sor/Wiz 8
  • Range: 10 ft.
  • Duration: 1 Day 
  • Casting Time: 1
  • Area of Effect: One Creature
  • Saving Throw: None

In the interests of one's self-control and privacy, Mind Blank shields a creature's mind from almost any mental effect - Charm, Command, Dominate Person, Fear, Feeblemind, and any scrying by crystal balls or other divination methods. 

Iron Body


  • (Transmutation)
  • Level: Sor/Wiz 8, Helm 8
  • Range: Caster
  • Duration: 10 rounds/level
  • Casting Time: 8
  • Area of Effect: Caster
  • Saving Throw: None

This spell transforms the caster's body into living iron, granting him several powerful resistances and abilities.  While the spell is in effect, the caster has a 50/+3 damage reduction, takes half damage from fire and acid and is immune to electricity.  Spells that affect respiration or the physiology of the caster are ignored completely, such as poison, blindness, deafness, and disease to name a few.  In addition, the caster gains a +6 strength bonus, a -6 dexterity penalty, and the caster can attack with iron fists for 1d6 crushing damage + strength bonuses.  Unfortunately, the caster's movement becomes slow and awkward under the weight of his new body, setting his movement rate to half its normal rate, and he receives an 80% chance to fail at casting spells.

Power Word Blind


  • (Conjuration) 
  • Level: Brd 8, Sor/Wiz 8, Tempus 7, Bane 8 
  • Range: Sight of Caster
  • Duration: Special
  • Casting Time: 1 
  • Area of Effect: 10-foot radius
  • Saving Throw: None

This spell blinds enemy creatures within the area of effect.  The duration of the blindness depends on the Hit Dice of the creature.  Creatures of 9 or less Hit Dice are blinded permanently, those greater than 9 HD but less than 20 are blinded for 1d4 +1 minutes, while those having 20 or greater Hit Dice are blinded for 1d4+1 rounds.

Summon Fiend


  • (Conjuration) 
  • Level: Sor/Wiz 8
  • Range: Sight of Caster
  • Duration: 15 rounds
  • Casting Time: 1 round
  • Area of Effect: Special 
  • Saving Throw: None 

More powerful than the 7th level variant, casting this spell summons a frenzied demon.  This demon will attack everyone in the area who is not protected by a Protection from Evil spell.  Only desperate or suicidal mages use this spell.


Summon Monster VIII


  • (Conjuration) 
  • Level: Clr 8, Sor/Wiz 8
  • 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.


Symbol of Death


  • (All) 
  • Level: Clr 8, Sor/Wiz 8, Oghma 8
  • Range: Sight of Caster
  • Duration: Instantaneous
  • Casting Time: 3
  • Area of Effect: 30-foot radius 
  • Saving Throw: Fortitude negates

This spell conjures forth a magical glyph imbued with magical power that channels its effects through anyone capable of seeing it.  Creatures must make a Fortitude save or die.  One or more creatures within the radius, whose combined total hit points do not exceed 150, are susceptible to the symbol's effects.


Symbol of Fear


  • (All) 
  • Level: Clr 8, Sor/Wiz 8, Oghma 6
  • Range: Sight of Caster
  • Duration: 10 rounds
  • Casting Time: 3
  • Area of Effect: 30-foot radius 
  • Saving Throw: Will negates

This spell conjures forth a magical glyph imbued with magical power that channels its effects through anyone capable of seeing it.  Creatures are allowed a Will save to resist this spell.  If failed, creatures will be affected by a powerful version of the Fear spell.


Symbol of Hopelessness


  • (All)
  • Level: Clr 8, Sor/Wiz 8, Oghma 7
  • Range: Sight of Caster
  • Duration: 10 rounds
  • Casting Time: 3
  • Area of Effect: 30-foot radius
  • Saving Throw: Will negates

This spell conjures forth a glyph imbued with magical power that channels its effects through any enemy creatures capable of seeing it.  Creatures affected will be overwhelmed by dejection and remain motionless or will lose all hope of winning in combat and flee.  A successful Will save will resist the effects.


Symbol of Pain


  • (All)
  • Level: Clr 8, Sor/Wiz 8, Ilmater 8
  • Range: Sight of Caster
  • Duration: 10 minutes / level
  • Casting Time: 3
  • Area of Effect: 30-foot radius
  • Saving Throw: Fortitude negates

This spell conjures forth a magical glyph imbued with magical power that channels its effects through any enemy creatures capable of seeing it.  Creatures affected will suffer wracking pains throughout their body, reducing their Dexterity scores by 2 and impose a -4 penalty on attack rolls, skill checks and ability checks (Fortitude negates).


Symbol of Stunning


  • (All) 
  • Level: Clr 8, Sor/Wiz 8
  • Range: Sight of Caster
  • Duration: 5 rounds
  • Casting Time: 3
  • Area of Effect: 30-foot radius 
  • Saving Throw: Fortitude negates

This spell conjures forth a magical glyph imbued with magical power that channels its effects through anyone capable of seeing it.  One or more creatures with the radius whose total hit points do not exceed 250 become stunned (Fortitude negates). A stunned creature can't act and loses any Dexterity bonuses to AC.  Attackers gain +2 bonuses to attack it.

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.



Icewind Dale 2 (Index)Stats IWD2Skills IWD2Weapons IWD2
Best Builds Icewind Dale 2Races IWD2Feats IWD2Cleric Spells IWD2
Icewind Dale 2 WalkthroughClasses IWD2Best Party IWD2Wizard Spells IWD2

No comments:

Post a Comment

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