Level 6 Wizard Spells, Icewind Dale 2 IWD2


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

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