Icewind Dale 2:Spells

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Cleric Bonus Spells

Bane

Level Spell Effect
1 Bane 1 minute/level, -1 to attack/morale 25' radius


Helm

Level Spell Effect
1 Armor of Faith 3 rounds + 1 round/level, 1/- resist all
9 Aegis 15/- acid, cold, fire, electricity resist, +5 deflect, +3 spell resist, +2 all saves, Stoneskin, Minor Globe, Freedom
9 Banishment


Ilmater

Level Spell Effect
2 Aid 10 rounds/level +1 attack, +1 saves, +8 HP
2 Alicorn Lance 3d6 piercing (reflex for half), -2 AC for 3 rounds (no save)


Lathander

Level Spell Effect
2 Bull's Strength 1 hour/level, 1d4+1 Str bonus
3 Aganazzar's Scorcher 2x 3d6 fire damage to target, no save

2d8 fire damage (reflex save) to all in stream

8 Aura of Vitality 1 round/level, 5' radius, +4 Str, Dex, Con


Mask

Level Spell Effect
2 Blindness
2 Blur 1 minute/level, 20% concealment
8 Blasphemy [Evil] 30' radius, smite all non-evil, no save, effects by enemy level
9 Black Blade of Disaster 1 round/level


Oghma

Level Spell Effect


Selune

Level Spell Effect
2 Alicorn Lance 3d6 piercing (reflex for half), -2 AC for 3 rounds (no save)
6 Antimagic Field 10 rounds/level, immune to magic, cannot cast


Talos

Level Spell Effect
5 Ball Lightning 1 round/level, 1 ball/2 levels created (max 8), 5 thrown per round, 2d6 damage to 5' radius
6 Chain Lightning 1d6
8 Acid Storm 1d6/level acid damage (max 15d6)


Tempus

Level Spell Effect
1 Bless +1 tohit/morale, 25' radius
3 Animate Dead Not party friendly at higher levels
4 Blood Rage 20 rounds, allied creature goes berserk

Sorcerer/Wizard Spells by Level

Red backgrounds mark spell choices my own sorcerer took. Yellow backgrounds mark additional recommended sorcerer choices.


Level 1

Burning Hands Transmutation
Charm Person Enchantment 3 rounds+1/level
Chill Touch Necromancy
Chromatic Orb Evocation
Color Spray Illusion
Grease Conjuration Reflex save or knocked down, no save on slow
Ice Dagger Evocation 1d4 ice damage/level (max 5d4) in 5', no save
Identify Divination
Larloch's Minor Drain Necromancy Steals 1d4 health
Mage Armor Conjuration 1 hour/level, Armor: 4, but you can get a ring that casts it for you
Magic Missile Evocation
Minor Mirror Image Illusion 3 rounds + 1 round/level
Protection from Evil Abjuration 2 rounds/level, immunity to mind spells
Protection from Petrification Abjuration 3 rounds/level
Ray of Enfeeblement Necromancy 1 round/level, -15 strength, fort save negates
Shield Abjuration 5 rounds/level, +7 AC, +3 reflex save, stops magic missile and related
Shocking Grasp Transmutation 1d8+1/level damage, no save
Sleep Enchantment 5 rounds/level, 2d4 slept, 5HD or more is immune
Summon Monster I Conjuration


Level 2

Aganazzar's Scorcher Evocation 2x 3d6 fire damage (no save) to target, 2d8 (reflex) for anyone in stream
Blindness Transmutation
Blur Illusion 1 minute/level, 20% concealment
Bull's Strength Transmutation
Cat's Grace Transmutation
Deafness Transmutation 20% chance to miscast spell
Death Armor Necromancy 1 round/level, 1d4+1/2 caster levels (max 1d4+5) magic damage each time struck
Decastave Evocation 1 round/level, 1d8 damage per strike +1d2 health drain
Eagle's Splendor Transmutation
Gedlee's Electric Loop Evocation 1d6/2 levels (max 5d6) to all within 5' and stuns for 1 round
Ghoul Touch Necromancy
Horror Necromancy Will save gets +3 bonus
Invisibility Illusion 10 minutes/level
Knock Transmutation
Luck Enchantment Duration: 10 rounds, +1 to all rolls, but not past maximum
Melf's Acid Arrow Conjuration No save, 2d4 acid damage, +2d4 acid damage every round for level/3 rounds
Minor Elemental Barrier Abjuration 1 round/level, 4/- fire and cold resistance
Mirror Image Illusion 3 rounds/level, 2-8 duplicates
Power Word Sleep Conjuration 5 rounds, will save allowed
Protection From Arrows Abjuration 10/+1, 10/+2 at 5th, 10/+3 at 10th, 10/+4 at 15th, 10/+5 at 20th
See Invisibility Divination Instant spell, like Invisibility Purge with greater range, not like NWN
Snilloc's Snowball Swarm Evocation 10' radius, 2d6 cold damage + 1d6/2 levels after 3, maximum 5d6 at 9th level
Summon Monster II Conjuration
Vocalize Transmutation 10 rounds, cast while silenced
Web Conjuration 15 rounds, 15' radius, immobilize, -2 attack, -4 dex, reflex negates


Level 3

Blink Transmutation 50% concealment, but 20% attack and spellcasting failure
Dire Charm Enchantment 20 rounds, charmed will fight former allies
Dispel Magic Abjuration
Fireball Evocation 1d6 fire damage/level, max 10d6
Flame Arrow Conjuration 4d6 fire damage per arrow, 1 arrow/4 levels
Ghost Armor Conjuration Deflection +5
Haste Transmutation 1 round/level, does not speed spellcasting
Hold Person Enchantment
Icelance Evocation 5d6 damage (no save), stunned for 1d4 rounds (fort save)
Invisibility Sphere Illusion
Lance of Disruption Evocation 5d4 bludgeoning damage +2/level (max +30) to all in path
Lightning Bolt Evocation 1d6 electrical damage/level (max 10d6) to all in path
Magic Circle Against Evil Abjuration [Good] 10 rounds/level, Protection From Evil for all in 10'
Melf's Minute Meteors Evocation 1 meteor/level, throw up to 5/round, 1d4+3 smashing +3 fire, +5 to hit
Non-Detection Abjuration 1 hour/level, stops invisibility purge/detect invisibility
Protection From Fire Abjuration 3 rounds/level, 7/- fire resistance if on self, 5/- fire resistance if on others
Skull Trap Necromancy 1d6 damage per level, 5' radius
Slow Transmutation 1 round/level
Stinking Cloud Conjuration 1 round/level
Summon Monster III Conjuration
Vampiric Touch Necromancy 1d6 drain / 2 caster levels (max 10d6)


Level 4

Beltyn's Burning Blood Necromancy 1 round/2 levels, 3d4 damage per round, fort save stops completely
Blood Rage Transmutation 20 rounds of berserker fury on ally, doesn't affect Lawful

+6 Str, +2 Con, +Movement, immune to mind-affecting, cannot be healed, cannot see HP, cannot control

Confusion Enchantment 1 round/level, will save -2
Contagion Necromancy Permanent if fort save fails, -2 str, dex, cha, and slowed
Emotion: Despair Enchantment 5 rounds, -2 saves, attack, damage
Emotion: Fear Enchantment 5 rounds, causes flee
Emotion: Hope Enchantment 50 rounds, +2 saves, attack, damage
Emotion: Rage Enchantment 5 rounds, +2 Str, +2 Con, +1 Will Saves, -1 AC, doesn't stack with Barbarian Rage
Fire Shield (Blue) Evocation 1 round/level, 50% immunity to fire damage, 1d6+1/level cold damage each time struck
Fire Shield (Red) Evocation 1 round/level, 50% immunity to cold damage, 1d6+1/level fire damage each time struck
Ice Storm Evocation 3d6 smashing, 2d6 cold damage, no save
Improved Invisibility Illusion 1 minute/level
Malison Enchantment 2 rounds/level, -2 to all saving throws, no save
Minor Globe of Invulnerability Abjuration
Mordenkainen's Force Missiles Evocation No save, 1 missile at 7th, 2 at 10th, 3 at 13th ... 7 at 25th, each does 2d4 + 5'concussion for 1 point/level

Stopped by Shield

Otiluke's Resilient Sphere Evocation 1 round/level, takes a creature out of a fight, reflex negates
Protection From Lightning Abjuration 5 rounds/level, 6/- electricity resistance
Remove Curse Abjuration
Shadow Conjuration Illusion 1 round/level
Shout Evocation 2d6 damage and 2d6 rounds deafness in cone, fort for ½ damage and negate deafness
Spider Spawn Conjuration 5 rounds + 1 round/level, 7th: Giant spider, 9th: Phase spider, 12th+: Sword Spider
Spirit Armor Necromancy 5 rounds/level, AC 6, but does 2d4 damage on expiration
Stoneskin Abjuration 10 minutes/level, 10/+5 damage reduction, 10 points per caster level
Summon Monster IV Conjuration
Vitriolic Sphere Conjuration 1d4/level acid damage to target (max 12d4), no save, + damage-2dice each round if reflex save fails
Wall of Fire Evocation 5 rounds, 20' x 5' wall, 2d6+1/level (max 2d6+20) damage


Level 5

Animate Dead Necromancy [Evil] Not party friendly at higher levels
Ball Lightning Evocation Ranged Touch, 5x 2d6 electrical damage with 5' radius per round

Max of 8 balls, 1/2 caster levels

Chaos Enchantment 10 rounds/level confusion, no save if 4th level or lower, will save at -4 if 5th level or higher
Cloudkill Conjuration 10 rounds, kill 4th or below no save, kill 4-6th with fort save, 1d10 poison damage per round
Cone of Cold Evocation 1d6 cold damage/level, max 15d6
Dismissal Abjuration
Dominate Person Enchantment 1 minute/level, will save -2
Feeblemind Enchantment
Greater Shadow Conjuration Illusion
Hold Monster Enchantment
Lesser Planar Binding: Air Elemental Conjuration Attacks all not protected from evil
Lesser Planar Binding: Earth Elemental Conjuration Attacks all not protected from evil
Lesser Planar Binding: Fire Elemental Conjuration Attacks all not protected from evil
Lesser Planar Binding: Water Elemental Conjuration Attacks all not protected from evil
Lower Resistance Transmutation
Phantom blade Evocation
Protection From Acid Abjuration 10 rounds/level, 10/- acid resistance
Protection From Electricity Abjuration 10 rounds/level, 10/- electrical resistance
Shroud of Flame Evocation 5 rounds, 3d6 damage/round, 1d6 damage+contagion in 10', reflex negates
Summon Monster V Conjuration
Summon Shadow Necromancy
Sunfire Evocation 30' PBAoE fireball, 1d6 fire damage/level (max 15d6)


Level 6

Acid Fog Conjuration 10 rounds, 50% movement, 2d6 acid damage per round
Acid Storm Evocation 1d6 acid damage per level (max: 15d6)
Antimagic Field Abjuration 10 rounds/level, caster only, cannot cast spells
Carrion Summons Conjuration 7 rounds + 1 round/level, 35% chance of 2 summoned
Chain Lightning Evocation 1d6 electricity damage per level (max: 20d6)

Party friendly, half damage on secondary targets

Circle of Death Necromancy 1d4 HD/level killed, max level 9, fort negates
Darts of Bone Necromancy 5 rounds, cannot be unequipped, +3/1d4 damage on hit + 2d6 damage if fort save fails
Disintegrate Transmutation Fort save still takes 5d6 damage
Flesh to Stone Transmutation
Globe of Invulnerability Abjuration 1 round/level, immunity to 4th level spells and below
Lich Touch Necromancy Caster only, 1 round/level

immune paralysis or fear, touch attack does 1d10 cold+paralyze

Mass Haste Transmutation 3 rounds + 1 round/level
Otiluke's Freezing Sphere Evocation 1d6 cold damage/level (max 20d6), but reflex save negates
Planar Binding: Air Elemental Conjuration Attacks all not protected from evil
Planar Binding: Fire Elemental Conjuration Attacks all not protected from evil
Planar Binding: Water Elemental Conjuration Attacks all not protected from evil
Power Word Silence Conjuration No save, 2 rounds only
Shades Illusion 1 round/level
Soul Eater Necromancy 10' radius, 3d8 damage, kills convert to 3HD skeletons, fort negates
Stone to Flesh Transmutation
Summon Invisible Stalker Conjuration 2 hours duration
Summon Monster VI Conjuration
Tenser's Transformation 1 round/level, cannot cast spells, berserk fury
Trollish Fortitude Necromancy 20 rounds, 5 hp/round regeneration
Wyvern Call Conjuration 1 round/level


Level 7

Banishment Abjuration
Cacofiend Conjuration 15 rounds, attacks all without Protection from Evil
Control Undead Necromancy 1 minute/level, 1-4 undead controlled
Delayed Blast Fireball Evocation 1d8/level fire damage
Elemental Barrier Abjuration 1 round/level, 15/- acid, fire, cold, electrical
Finger of Death Necromancy 3d6 + 1/level damage even on fort save failure, cannot be resurrected
Malavon's Rage Evocation 20d4 piercing damage, PBAoE, not party friendly.
Mass Invisibility Illusion 10 minutes/level
Mordenkainen's Sword Evocation 1 round/level
Power Word Stun Conjuration No save, 50HP or less: 4-16 rounds, 51-100HP: 2-8 rounds, 101-150HP, 1-4 rounds
Prismatic Spray Evocation 8 HD or less is blinded 2-8 rounds, random additional effects
Seven Eyes Abjuration 20 rounds, offensive abilities have no save
Suffocate Transmutation 4 rounds, 10' radius, -4 AC, -6 dex, half movement, 4d8 damage/round
Summon Djinni Conjuration 1 round/level
Summon Efreeti Conjuration 8 rounds + 1 round/level
Summon Monster VII Conjuration
Vipergout Conjuration 1 round/level, 1 viper summoned per round each lasting 3 rounds cannot cast spells


Level 8

Fiery Cloud (Conjuration) 10 rounds, 6d6 fire damage per round, first round no damage
Flaying (Necromancy) 1d4 slashing damage/level, +1/5 levels per round for 10 rounds
Horrid Wilting (Necromancy) 1d8/level, max 25d8
Iron Body (Transmutation) 10 rounds/level caster only, 50/+3 damage reduction, half damage vs fire/acid, immune to electricity, +6 strength -6 dex, 80% chance of spell failure
Mind Blank (Abjuration) Duration: 1 day
Power Word Blind (Conjuration) No save, 10' radius, 20+ HD only affected for 1d4+1 rounds
Summon Fiend 15 rounds, attacks all not protected from evil
Summon Monster VIII (Conjuration)
Symbol of Death (all) 30' death for 150HP or less, fort save
Symbol of Fear (all) 10 rounds, 30' fear, will save
Symbol of Hopelessness (all) 10 rounds, flee or paralysis, will save
Symbol of Pain (all) 10 minutes/level, 30', Dex-2, -4 attack, skill, ability (fort negates)
Symbol of Stunning (all) 5 rounds, 250 HP stun, fort negates


Level 9

Aegis Abjuration 10 rounds, 15/- acid/cold/fire/electricity, +5 deflection, +3 spell resistance, +2 save, Stoneskin, Minor Globe, Freedom
Black Blade of Disaster Conjuration
Executioner's Eyes Divination 10 rounds, +4 hit, +4 critical threat range on all allies
Gate Conjuration 33 rounds, attacks all not protected from evil
Mass Dominate Enchantment 1 round/level, 20' radius
Meteor Swarm Evocation 24d6 fire damage, not party friendly
Power Word Kill Conjuration No save, 100 HP or less, or multiple 20 HP or less
Wail of the Banshee Necromancy 30' radius PBAoE death, fort save negates, not party friendly.
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