Level 3 Wizard Spells, Icewind Dale 2 IWD2


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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.

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