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Wizard
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Alignment Restrictions:
None
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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 |
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Special Abilities & Feats
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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.
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Spells:
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Level 0
Acid splash
Daze
Electric jolt
Flare
Light
Ray of frost
Resistance
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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 |
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| 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 |
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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.
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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.
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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.
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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.
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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 |
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