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Wizard

Alignment Restrictions:
None
Hit Die: d4 
BAB: +1/2 levels
Proficiencies: Armor (Robes), Weapons (Simple)
PST(S): Will
Skill Points: (Int modifier * 4 at 1st level) 2 + Int modifier
Skills: Concentration, Craft armor, Craft trap, Craft weapon, Heal, Lore, Spellcraft
Selectable Class Feats: Ambidexterity, Deflect Arrows, Two-Weapon Fighting, Weapon Proficiency (Exotic), Weapon Proficiency (Martial), Weapon Proficiency (Simple) 

Wizard Bonus Feats: Arcane Defense, Brew Potion, Combat Casting, Craft Wand, Empower Spell, Extend Spell, Greater Spell Focus, Greater Spell Penetration, Maximize Spell, Quicken Spell, Silent Spell, Spell Focus, Spell Penetration, Still Spell 

Special Abilities & Feats

Level 1 Scribe Scroll, Summon Familiar 
Wizard Bonus Feats: Every five levels, the wizard may select a bonus feat, chosen from the Metamagic and Spell feat lists. This bonus feat is in addition to the feats every character gains for advancing in character level. If the character is an epic character then the available feats include those in the epic wizard bonus list. This bonus feat (1 per 5-levels) option is replaced by the Epic bonus feat progression (1 per 3-levels) once the character reaches Epic Wizard levels. 

Spells:

Level 0 
Acid splash 
Daze 
Electric jolt 
Flare 
Light 
Ray of frost 
Resistance 

 

 

Level 5 
Animate dead 
Ball lightning 
Bigby's interposing hand 
Cloudkill 
Cone of cold 
Dismissal 
Dominate person 
Energy buffer 
Feeblemind 
Firebrand 
Greater shadow conjuration 
Hold Monster 
Lesser mind blank 
Lesser planar binding 
Lesser spell mantle 
Mind fog 
Mestil's acid sheath 
Summon creature V 
Level 1 
Burning hands 
Charm person 
Color spray 
Endure elements 
Expeditious retreat 
Grease 
Horizikaul's boom 
Ice dagger 
Identify 
Ironguts 
Mage armor 
Magic missile 
Magic weapon 
Negative energy ray 
Protection from alignment 
Ray of enfeeblement 
Scare 
Shelgarn's persistent blade 
Shield 
Sleep 
Summon creature I 
True strike 
Level 6 
Acid fog 
Bigby's forceful hand 
Chain lightning 
Circle of death 
Ethereal visage 
Flesh to stone 
Globe of invulnerability 
Greater dispelling 
Greater spell breach 
Greater stoneskin 
Isaac's greater missile storm 
Legend lore 
Mass haste 
Planar binding 
Shades 
Stone to flesh 
Summon creature VI 
Tenser's transformation 
True seeing 
Undeath to death 
Level 2 
Balagarn's iron horn 
Blindness/deafness 
Bull's strength 
Cat's grace 
Cloud of bewilderment 
Combust 
Continual flame 
Darkness 
Death armor 
Eagle's splendor 
Endurance 
Flame weapon 
Fox's cunning 
Gedlee's electric loop 
Ghostly visage 
Ghoul touch 
Invisibility 
Knock 
Lesser dispel 
Melf's acid arrow 
Owl's wisdom 
Resist elements 
See invisibility 
Stone bones 
Summon creature II 
Tasha's hideous laughter 
Ultravision 
Web 
Level 7 
Bigby's grasping hand 
Banishment 
Control undead 
Delayed blast fireball 
Finger of death 
Great thunderclap 
Mordenkainen's sword 
Power word, stun 
Prismatic spray 
Protection from spells 
Shadow shield 
Spell mantle 
Summon creature VII
Level 3 
Clairaudience/clairvoyance 
Clarity 
Dispel magic 
Displacement 
Find traps 
Fireball 
Flame arrow 
Greater magic weapon 
Gust of wind 
Haste 
Hold person 
Invisibility sphere 
Lightning bolt 
Keen edge 
Magic circle against alignment 
Mestil's acid breath 
Negative energy burst 
Protection from elements 
Scintillating sphere 
Slow 
Stinking cloud 
Summon creature III 
Vampiric touch 
Level 8 
Bigby's clenched fist 
Blackstaff 
Create undead 
Greater planar binding 
Greater sanctuary 
Horrid wilting 
Incendiary cloud 
Mass blindness/deafness 
Mass charm 
Mind blank 
Premonition 
Summon creature VIII 
Sunburst 
Level 4 
Bestow curse 
Charm monster 
Confusion 
Contagion 
Elemental shield 
Enervation 
Evard's black tentacles 
Fear 
Ice storm 
Improved invisibility 
Isaac's lesser missile storm 
Lesser spell breach 
Minor globe of invulnerability 
Phantasmal killer 
Polymorph self 
Remove blindness/deafness 
Remove curse 
Shadow conjuration 
Stoneskin 
Summon creature IV 
Wall of fire 
Level 9 
Bigby's crushing hand 
Black blade of disaster 
Dominate monster 
Energy drain 
Gate 
Greater spell mantle 
Meteor swarm 
Mordenkainen's disjunction 
Power word, kill 
Shapechange 
Summon creature IX 
Time stop 
Wail of the banshee 
Weird 
Bonus Feats: The epic wizard gains a bonus feat every three levels after 20th. In other words, at levels 23, 26, 29, 32, 35, and 38.
Epic Bonus Feats: Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Epic Spell Focus, Epic Spell Penetration, Epic spell: dragon knight, Epic spell: greater ruin, Epic spell: hellball, Epic spell: epic mage armor, Epic spell: mummy dust, Epic spell: epic warding, Great Intelligence, Improved Combat Casting 
Epic Selectable Class Feats:Blinding Speed 

Description:
Wizards are arcane spellcasters who depend on intensive study to create their magic. To wizards, magic is not a talent but a difficult, rewarding art. When they are prepared for battle, wizards can use their spells to devastating effect. When caught by surprise, they are vulnerable. The wizard's strength is her spells; everything else is secondary. She learns new spells as she experiments and grows in experience, and she can also learn them from other wizards. In addition, over time a wizard learns to manipulate her spells so they go farther, work better, or are improved in some other way. A wizard can call a familiar, a magical creature, small or large, that serves her. 
Spells
A Wizard may choose to specialize in a spell school, gaining one additional prepared spell per level but losing the ability to cast spells from the opposed spell school, even spells from scrolls. A Wizard does not have to specialize, thus keeping access to all spells. 
Schools of magic are groups of related spells that work in similar ways. A Wizard may choose to specialize in a school of magic and therefore gains one additional prepared spell per level but loses the ability to cast spells from one other opposed school. In addition, specialist wizards have a bonus in identifying spells from their area of expertise and a penalty in identifying spells from the opposing school. A Wizard does not have to specialize, thus keeping access to all spells. 

The default schools of opposition, as set up by BioWare, are different from PnP due to the limited selection of spells available in NWN for some schools. These defaults are as follows: 

Abjuration - opposed by Conjuration 
Conjuration - opposed by Transmutation 
Divination - opposed by Illusion 
Enchantment - opposed by Illusion 
Evocation - opposed by Conjuration 
Illusion - opposed by Enchantment 
Necromancy - opposed by Divination 
Transmutation - opposed by Conjuration 

Note that the Abjuration, Evocation, and Necromancy schools are not listed as opposition for any other schools. Therefore, spells in these three (3) schools can be used by any Wizard, regardless of specialization. 

Epic Wizard:
Knowledge is power and the quest for knowledge never ends. There is an everlasting supply of arcane lore for the epic wizard to discover. 

Hit Die: d4 and Skill Points: 2 + Int modifier
Prestige Class Tips:
The Pale Master is a strong prestige class that builds upon the wizard's magical abilities.
Notes: Wizards learn new spells at each level-up or from wizard scrolls they find during play. 
Which spells are memorized on rest are selected using the spell-book (shortcut key B). 
Wizard familiars gain additional feats and abilities once the wizard level of the Player Character reaches 15.
Spellcasting: Arcane (Intelligence-based, requires preparation, armor-related chance of spell failure is a factor); Wizards begin the game knowing all cantrips and four 1st-level spells. Must have an Intelligence score of 10 + the spell’s level to cast a spell. 

 

Spells per Day

Class Levels
   0 1 2 3 4 5 6 7 8 9 
 1 3 1 * * * * * * * * 
 2 4 2 * * * * * * * * 
 3 4 2 1 * * * * * * * 
 4 4 3 2 * * * * * * * 
 5 4 3 2 1 * * * * * * 
 6 4 3 3 2 * * * * * * 
 7 4 4 3 2 1 * * * * * 
 8 4 4 3 3 2 * * * * * 
 9 4 4 4 3 2 1 * * * * 
10 4 4 4 3 3 2 * * * * 
11 4 4 4 4 3 2 1 * * * 
12 4 4 4 4 3 3 2 * * * 
13 4 4 4 4 4 3 2 1 * * 
14 4 4 4 4 4 3 3 2 * * 
15 4 4 4 4 4 4 3 2 1 * 
16 4 4 4 4 4 4 3 3 2 * 
17 4 4 4 4 4 4 4 3 2 1 
18 4 4 4 4 4 4 4 3 3 2 
19 4 4 4 4 4 4 4 4 3 3 
20 4 4 4 4 4 4 4 4 4 4 

Information from NWN books and NWNWiki.org

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