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Wizard, Sorceror, and Related Classes FAQ
-ShinesmanOffWhite, April 17, 2007
---======================================--Table of Contents
I. Introduction [I]
II. Arcane Casters [II]
A. Section Introduction [IIA]
B. Wizard [IIB]
a. The Specialists [IIBa]
C. Sorceror [IIC]
D. Bard [IID]
E. Prestige Classes [IIE]
1. Eldritch Knight [IIE1]
2. Arcane Trickster [IIE2]
3. Pale Master [IIE3]
4. Arcane Archer [IIE4]
5. Dragon Disciple [IIE5]
6. Harper Agent [IIE6]
F. Other Classes [IIF]
III. General character building tips [III]
A. Section Introduction [IIIA]
B. Attributes [IIIB]
D. Skills of note [IIIC]
C. Feats of note [IIID]
a. General Feats [IIIDA]
b. Proficiency Feats [IIIDB]
c. Spellcasting Feats [IIIDC]
d. Metamagic Feats [IIID]
e. Item Creation Feats [IIIDE]
f. Skills and Save Feats [IIIDF]
g. Background Traits [IIIDG]
E. Calculating spell DCs [IIIE]
F. Familiars [IIIF]
IV. Discussion of spells [IV]
A. Section Introduction [IVA]
B. Abjuration [IVB]
C. Conjuration [IVC]
D. Divination [IVD]
E. Enchantment [IVE]
F. Evocation [IVF]
G. Illusion [IVG]
H. Necromancy [IVH]
I. Transmutation [IVI]
J. Recommended Sorceror Spells [IVJ]
V. Spellcasters and the AI [V]
A. Section Introduction [VA]
B. Managing Sand (and wizard NPCs) [VB]
C. Managing Qara (and sorceror NPCs) [VC]
VI. Example builds [VI]
A. Spicy Vanilla Sorceror [VIA]
B. Durable Wizard [VIB]
C. Dual Wielding Eldritch Knight [VIC]
D. Arcane Trickster [VID]
VII. Change History and Credits [VII]
MDCCLXXVI. Legal stuff [MDCCLXXVI]
---======================================--I. Introduction [I]
This guide is intended to cover all varieties of arcane spellcasters
for the game Neverwinter Nights 2, and all of this was tested using
version 1.04 (870).
The author has played through the OC as a Wizard/Eldritch Knight, all
other information was generated in a skeleton module using information
provided by game text. The manual is flat out wrong in many cases,
notably in the requirements for Eldritch Knight.
To navigate this guide, simply use your browser's search function
to look for the outline section heading (including the brackets).
For example, to jump to the section on Conjuration spells, search
for [IVc] which will hit twice: once in the table of contents and
once in the section on Conjuration magic.
The arcane casters section discusses information specific to each of
the classes. The general character building tips covers information
that is relevant to all of the classes. The discussion of spells by
section explains what all the spells actually do and gives some ideas
on what spells to select at each level up. The final section gives
some pointers on how to make Sand and Qara less stupid in combat.
Refer to the section introductions for greater detail.
---======================================------------------Arcane Casters---------------- [II]
Section Introduction [IIA]
There are three "basic" classes which have arcane spells: the Wizard,
the Sorceror, and the Bard, and four prestige classes which involve
arcane magic: the Arcane Archer, the Arcane Trickster, the Eldritch
Knight, and the Pale Master. This guide covers the two main classes,
Wizard and Sorceror, as well as three of the prestige classes in
detail. Arcane Archers and Bards are discussed only in passing
because arcane magic is not the primary focus of either class. Dragon
Disciples are covered simply because both possible prerequisites are
arcane casting classes.
The majority of bard abilities are not covered in this FAQ, as there
are already good FAQs on the topic. This guide only addresses the
spellcasting abilities and their use as a base for prestige classes.
This guide does not address warlocks or divine spellcasters.
Each of the classes is given the following format:
Short Description: (A one line description of what the class does)
Prerequisites: (What you must have to get 1st level in the class)
-This only really matters for prestige classes
Casting Stat: (INT or CHA)
-(10-stat) is your maximum spell level.
(i.e. A wizard with a 17 INT cannot cast 8th level spells)
-The bonus on this stat is added to the DC of your spells
-This stat determines how many bonus spells you get
-This stat is modified by the "Spellcasting Prodigy" feat
Spell Progresssion: (How fast the class gains spells)
Recommended Races: (What races have bonuses to the casting stat)
-Races marked with a negative number have a level penalty
-Human is always a good choice, Strongheart Halfling is decent
-Drow have a bonus to both CHA and INT, but the -2 is nasty
Perks: (Why pick this class?)
Unless otherwise noted, the class suffers from arcane spell failure
when wearing armor, has low hit points, has low attack bonuses, and
is doomed to use a crossbow.
----Wizard [IIB]
Short Description: The basic arcane caster, gains spells the fastest
Prerequisites: 11 INT (only if selected as starting class)
Casting Stat: INT
Spell Progression: New spell level every odd character level until 17.
Recommended Races: Sun Elf, Tiefling (-1)
Perks:
-Fastest spell progression of any of the arcane casters.
-High INT also gives bonus skill points.
-Bonus feats: gets one free feat for every 5 levels
-Bonus feat: can scribe scrolls automatically
-All craft skills are class skills and are INT based
-Can sacrifice versatility for more spells by specializing
Wizards are the default choice for most players looking to switch to
a prestige class that requires a certain level of casting ability. A
wizard can switch to Eldritch Knight, Pale Master, or Arcane Trickster
at 5th level.
The scribe scroll feat is handy if the Wizard is not your crafting
character, since most characters with a rank in Use Magic Device can
use any scroll. That wizards get bonus feats and have access to all
of the crafting skills means that they're a natural choice for a
crafting character anyway.
>>>The Specialists [IIBa]
The most difficult choice in creating a Wizard character is choosing
a specialty. Generalist wizards receive less spells each day, but
get access to all of the spells. Each specialist class gets an
opposition school that they cannot cast spells from. Note that there
Opposition:
Conjuration
Conjuration
Conjuration
Conjuration
Transmutation
Divination
Enchantment
Illusion
Illusion
Invisibility, Greater
Invisibility, Mirror Image
Illusion
Enchantment
Necromancy
Divination
Identify, Premonition
For the Official Campaign, Illusion is probably the best choice for a
specialist, since Enchantment as a school is a little too subtle for
a computer game.
there are three other characters (Grobnar, Qara, and Sand) that can
cast the spells that matter. None of the enchantment spells are
used in enchanting, ironically.
See the lists in section IV of this FAQ for more details of what spells
are in a school.
----Sorceror [IIC]
Short Description: Less selection than a wizard, more flexibility
Prerequisites: 11 CHA (only if selected as starting class)
Casting Stat: CHA
Spell Progression: New spell level every even character level until 18.
Recommended Races: Aasimar (-1)
Perks:
-Doesn't memorize spells, chooses when casting
-High CHA gives bonus to social skills
-More spells each day than a generalist Wizard
The lack of a race without an experience point penalty makes Human the
default choice for a Sorceror at low levels, though the bonus to DCs
from a Charisma bonus is very helpful at high level.
Sorcerors have a very limited number of spells to choose from and
decide which they want to cast as they cast them. This limitation
is relatively minor, there aren't that many spells you want anyway,
but it makes a Sorceror a poor choice for a crafting character.
The flexibility of choosing spells when cast is very handy for a full
time caster, but isn't as great if the primary purpose of the
character is magical enhancement of a melee heavy party.
----Bard [IID]
Short Description: Jack of most trades, including arcane casting
Prerequisites: 11 CHA (only if selected as starting class)
Casting Stat: CHA
Spell Progression: Slower, highest spell is level 6
Recommended Races: Aasimar (-1)
Perks:
-Doesn't memorize spells, chooses when casting
-Lots of skill points
-High CHA gives bonus to social skills
-Some healing and clerical spells
-Bard abilities
-Better base attack bonus, can wear some armor without penalty
A bard isn't primarily an arcane caster, but their spellcasting does
qualify them for prestige classes which require arcane magic.
This FAQ will only address the use of bards as a starting point for
prestige classes. Note that a bard must be level 2 to have level 1
arcane spells for Arcane Archer and level 7 to have level 3 spells
for Eldritch Knight, Arcane Trickster, and Pale Master.
Note that the prestige classes do not give bonuses to the bard's other
abilities, just spellcasting.
----Prestige Classes [IIE]
Note that you cannot take more than 10 levels of any prestige class,
so you cannot be a 5 wizard/15 eldritch knight.
---Eldritch Knight [IIE1]
Short Description: Multi-classed fighter
Prerequisites: Martial weapons feat, 3rd
Casting Stat: Same as casting class
Spell Progression: Same as casting class
Recommended Races: Same as casting class
Perks:
-High base attack bonus
-Free feats at 1st level (Combat
and mage.
level arcane spellcasting
except nothing at 1st level.
Perks:
-Free magical arrows
-Special arrow abilities
The only reason this class is discussed here is because it requires
one level of arcane casting. Most people who use the class play it
as a dedicated archer.
While two levels of Bard are required for the level 1 casting, the
additional abilities probably make that a better choice than a level
of wizard or sorceror, neither of which provides any real bonus to
what is, in essence, a fighter class. Two levels of bard also gives
the same base attack bonus improvement as one level of wizard and
one level of fighter anyway. Be careful of multiclassing penalties
when qualifying for this class.
---Dragon Disciple [IIE5]
Short Description: High hit points, stat bonuses, and immunities
Prerequisites: Bard or Sorceror, 8 ranks in Lore
Casting Stat: CHA
Spell Progression: None
Recommended Races: Any
Perks:
-High (d12) hit dice
-Stat bonuses at even levels
This class is slightly different from the version in the original
Neverwinter Nights in that the hit die starts at d12. Since it
provides no spellcasting bonuses whatsoever other than minor stat
bonuses, the only point of interest is the extra hit points and AC.
Pale Master provides these abilities without completely sacrificing
spellcasting abilities.
---Harper Agent [IIE6]
Short Description: Quasi-bard class
Prerequisites: A spellcasting class, Alertness, Iron Will
8 Diplomacy, 4 Lore, 2 Survival, cannot be evil.
Casting Stat: as base class
Spell Progression: as base class, but no progress at 1st level
Recommended Races: as base class
Perks:
-Extra skill points
-Higher hit die than mage classes
-Some rogue skills (not Use Magic Device, Open Lock, Disable)
-A variety of wacky and dubiously useful abilities
This class is pretty steep on requirements. It provides a few extra
hp and a slightly better base attack bonus over a wizard or sorceror,
as well as quite a few skills. Overall, unless there's a reason
within a campaign or it's just in character, this class offers nothing
of interest.
----Other Classes [IIF]
Most of the other classes offer little to a practitioner of arcane
magic. Notably, the Duelist could have been useful, but the AC bonus
Racial
-4
0
1
2
3
4
5
6
8
10
13
16
n/a
n/a
n/a
n/a
n/a
n/a
Bonus or penalty:
-2
0
+2
n/a
n/a
n/a
n/a
n/a
n/a
0
n/a
n/a
1
n/a
n/a
2
0
n/a
3
1
n/a
4
2
0
5
3
1
6
4
2
8
5
3
10
6
4
13
8
5
16
10
6
n/a
13
8
n/a
16
10
n/a
n/a
13
n/a
n/a
16
You start with 32 points and all stats at the "0" level in the table.
You may add +1 to any stat at character level 4, 8, 12, 16, and 20.
The Dragon Disciple class is the only other way to permanently modify
your statistics. Items and spells can give temporary bonuses, but
only the highest temporary bonus applies (i.e. if you have an item
that gives +3 charisma and cast Eagle's Splendor, which gives +4,
you would only receive the +4 bonus and not +7 total).
Note that odd stats do not provide any bonus, so a 33 CHA is the same
as a 32 CHA for purposes of mechanics.
-Strength
Unless the character intends to engage in melee (i.e. an Eldritch
Knight), this stat is of dubious value. Strength affects weight
carried and provides a bonus to hit and a bonus to damage with melee
weapons equal to the modifier (i.e. +1 at 12 strength).
Strength does not affect any skills.
-Dexterity
Dexterity provides a bonus to attack (not damage) with ranged weapons,
gives a dodge bonus to AC (limited by armor), and a bonus to reflex
saves. This stat is very useful at low levels for mages, but once
the character learns spells like stoneskin and has enough spells to
avoid falling back on physical attacks it becomes irrelevant except
for Reflex saves.
Dexterity gives a bonus to Hide, Move Silently, Open Lock, Parry, Set
Trap, Sleight of Hand, and Tumble skill rolls.
-Constitution
This stat affects hit points gained each level and fortitude saves.
Since mages don't get many hit points, this is important at all times.
Constitution affects only one skill, concentration, but this is a
critical skill to any spellcaster because it determines if a spell
will be interrupted.
-Intelligence
Affects the number of skill points you get. There aren't that many
critical skills, so this isn't that crucial in general but it never
hurts. This stat sometimes affects dialogue options, depending on
the campaign.
This is a Wizard's primary spellcasting stat, so it affects DCs of
spells (see E of this section), maximum spell level, and bonus spells.
A wizard should start with as high of an INT as reasonably possible.
Intelligence gives a bonus to Appraise, Craft Alchemy, Craft Armor,
Craft Trap, Craft Weapon, Disable Device, Lore, Search, and
Spellcraft.
-Wisdom
Wisdom affects divine spellcasting and will saves. It isn't that
useful to arcane casters, since all of them receive Will as a high
high save except for Eldritch Knights and Arcane Archers. It also
may affect dialogue options, depending on the campaign.
Heal, Listen, Spot and Survival gain bonuses based on Wisdom.
-Charisma
Charisma only affects skills and may also affect dialogue options,
depending on the campaign.
This is a Sorceror's (and a Bard's) primary spellcasting stat, so it
affects DCs of spells (see E of this section), maximum spell level,
and bonus spells. A sorceror should start with as high of a CHA as
reasonably possible.
Bluff, Diplomacy, Intimidate, Perform, Taunt, and Use Magic Device
gain bonuses based on Charisma.
----Skills of note [IIIC]
-Appraise (Int): Affects your ability to buy and sell goods. Cash is
pretty easy to find late in the game, so this isn't a critical skill,
but it's worth boosting your Int and your skill for big purchases.
-Bluff, Diplomacy, Intimidate (Cha): Used in dialogue. In the official
campaign, you can often use any one of the three to get the same
result, so having all three is probably overkill.
-Concentration (Con): The only skill that is truly critical to a
spellcaster, Concentration is what determines if your spells are
disrupted when you take damage and is also used to avoid getting hit
in the first place if you have Combat Casting. This skill should
always be maxed on any full time spellcaster.
-Heal (Wis): This skill isn't very important in the official campaign
(you can just rest), but it's handy for removing poison and disease.
-Lore (Int): Generally not that important, you can just cast Identify
and ignore this skill. It comes up once or twice in conversations in
the official campaign. In settings where resting is more obnoxious,
this can be convenient to have. Bards and Harper Agents get a bonus
equal to their level to this skill.
-Spellcraft (Int): If you have this skill and the right spell in
memory, you can attempt to counterspell if you succeed at the roll.
This is not that important in the official campaign, it's usually
easier to just kill the enemy instead of waiting to counterspell, but
the skill also gives +1 to saves against spells for each 5 points,
which is handy.
-Tumble (Dex): This skill gives +1 to AC for every 10 real points in
the skill, so Dex bonuses don't help. It also gives you a (DC 15)
chance of avoiding attacks of opportunity for moving in combat, which
is handy if you're a mage and you're trying to get out of the thick
of a fight.
-Use Magic Device (Cha): Sometimes referred to as "Use Monk Device",
this skill lets you use items which are normally restricted to other
classes. Low level Monk robes give AC bonuses but don't cause arcane
spell failure and Monk boots give dodge bonuses to AC. Being able to
use clerical scrolls is also sometimes worthwhile, especially if you
have a cleric that can scribe scrolls.
-----
allow you to
a higher level
level spells
used with all
The
The
The
The
The
spell
spell
spell
spell
spell
---Level 0:
2*: Resistance: Gives +1 to all saves for 2 turns.
//This spell would be more useful it lasted a little longer.
---Level 1:
3*: Endure Elements: 10/- elemental damage resistance, absorbs 20.
//Lasts a long time, saves you from traps early on.
4*: Protection from Alignment: +2 AC (Def), +2 saves, immunity to
mind affecting spells cast by evil enemies.
//Protection from mind spells is great. AI casting protection from
//Good on the entire party during a fight is mind-affecting.
4: Shield: Gives a +4 shield AC bonus.
//If you have a shield, this will not stack with the magical bonus
//of that shield, but will stack with the base AC. Otherwise, it's
//a +4 AC bonus that works with anything. Duration is short at low
//levels, but gets better.
---Level 2:
2: Lesser Dispel: Dispels all effects on target or top effect on group.
DC is 11 + Spell level, add your caster level (max 5) to roll.
//This is primarily used for counterspells. Use the Spell Breaches
//to disrupt enemy mage defenses. It can also be used to remove
//hostile spells from your party. This spell is used in an early
//quest.
3*: Protection From Arrows: Absorbs 10/magic ranged damage.
//Not too many enemies with ranged attacks in the Official Campaign.
1*: Resist Energy: 20/- elemental damage resistance, absorbs 30.
//The duration of this spell is too short to make it useful.
---Level 3:
3: Dispel Magic: Dispels all effects on target or top effect on group.
DC is 11 + Spell level, add your caster level (max 10) to roll.
//This is primarily used for counterspells. Use the Spell Breaches
//to disrupt enemy mage defenses. It can also be used to remove
//hostile spells from your party.
3*: Magic Circle Against Alignment: Same effect as Prot. Align above,
but in a 10' radius around the caster.
//Unlike the level 1 version, this spell doesn't last as long.
3: Protection From Energy: 30/- elemental damage resistance, takes 40.
//Like the level 1 version of this spell, this lasts 24 hours.
---Level 4:
2*: Least Spell Mantle: Absorbs d4+4 levels of spells.
//In mage-on-mage duels, this spell would be great. Unfortunately,
//the only duel in the official campaign isn't exactly against a mage.
//Duration is very short.
3*: Lesser Globe of Invulnerability: Level 3 and lower spells blocked.
//In a mage-heavy party, one character (an Eldritch Knight) can cast
//this and safely be a "decoy" while the other mages pound the area
//with fireballs. Not necessary on lower difficulty levels. Also
//provides some protection against low level mages.
4: Lesser Spell Breach: Removes two protections, reduces SR by 3.
//This is a better way of handling mage defenses than Dispel, since
//it always works and drops their spell resistance (if any) as well.
2#: Remove Curse: Removes a curse.
//I didn't find any curses in the official campaign, and the bestow
//curse spell isn't exactly devastating.
5#: Stoneskin: 10/Adamantine damage resistance, absorbs 10/level.
//This is it, the spell that makes the Abjuration school worthwhile.
//Bizarre that Greater Stoneskin is Transmutation, but it's worth
//noting that no mage has Abjuration as an opposition school, so this
//may be intentional.
---Level 5:
3#: Dismissal: Unsummons enemy summoned creatures.
//Not too many enemies use summons, so not a big deal, but those that
//do tend to be very annoying.
2*: Lesser Mind Blank: Immunity to mind spells.
//Protection from Alignment has a much longer duration, and most of
//the enemies in the game are evil. Why use a level 5 spell when a
//level 1 spell does it better?
2*: Lesser Spell Mantle: Absorbs d6+6 levels of spells.
//It's probably worth having one of this line of spells, and level 5
//doesn't have that many great spells, so I tend to take this one.
//Don't teach it to an AI controlled Sorceror.
---Level 6:
3*: Globe of Invulnerability: Level 4 and lower spells blocked.
//Like the Lesser Globe, this spell can be used to protect the caster
//not just from enemies, but from allies.
3: Greater Dispel Magic: Dispels all effects on target or top effect
on group. DC is 11 + Spell level, add your caster level (max 15) to
roll.
//This is primarily used for counterspells. Use the Spell Breaches
//to disrupt enemy mage defenses. It can also be used to remove
//hostile spells from your party.
4: Greater Spell Breach: Removes four protections, reduces SR by 5.
//This is a better way of handling mage defenses than Dispel, since
//it always works and drops their spell resistance (if any) as well.
---Level 7:
3: Banishment: Kills summoned creatures and outsiders
//Like Dismissal, except that it works on outsiders (Demons, Devils,
//Archons, Celestials, etc...) as well. One area in the official
//campaign has a fair number of these.
3*: Energy Immunity: Gives 100% immunity to one elemental type.
//This spell makes fighting dragons and fire elementals a lot easier.
//This spell doesn't last as long as it did in the original NWN, but
//you don't take xp penalties for summoned pets anymore either.
---Level 2:
4#: Melf's Acid Arrow: Deals 3d6 acid damage +1d6/round
//Staple attack spell for level 2. Nothing special, but solid.
3: Summon Creature II: Summons a dire badger.
//This spell doesn't last as long as it did in the original NWN, but
//you don't take xp penalties for summoned pets anymore either.
3*: Web: Targets are held or move at reduced speed.
//Like Grease, this spell works even against enemies that make their
//saves. Note that there is a cloak in the game that makes the wearer
//immune to this spell, which makes it easier to use. Again, you're
//probably better killing your enemies than playing with them, but
//this spell is great for archer or mage heavy parties.
---Level 3:
4#: Flame Arrow: Deals 4d6 fire damage per 4 levels.
//Unlike fireball, safe to use with parties at higher difficulty
//settings. The damage does not cap at 10d6, which is nice.
5#: Improved Mage Armor: +6 armor bonus
//Works exactly like the level 1 Mage Armor spell, except +6 instead
//of +4. Cast it on the whole party and run around in nonmagic armor.
3: Mestil's Acid Breath: 1d6/level acid damage to cone area
//It's not as good as fireball, but may be safer to use in parties.
3*: Stinking Cloud: Targets are dazed and stay dazed after they leave.
//Doesn't keep the enemy from moving, and doesn't have any effect if
//they save. Web and grease are better, though notably you can make
//your own party immune to mind-affecting and let them walk in the
//cloud safely.
3: Summon Creature III: Summons a dire wolf.
//This spell doesn't last as long as it did in the original NWN, but
//you don't take xp penalties for summoned pets anymore either.
---Level 4:
3*: Evard's Black Tentacles: Summons a field of tentacles
and paralyze their targets.
//This spell is vaguely disturbing to watch, but it deals
//paralyzes a small area of targets. The tentacles don't
//allies, which makes it useful for long, drawn out melee
//The tentacles don't allow a spell resistance roll, just
that damage
damage and
attack your
fights.
a save.
---Level 0:
---Level 1:
2*: Detect Undead: This spell tells you where nearby undead are.
//60 feet is a pathetically short range. You can probably see them
//just fine without the spell telling you where to look.
4#: Identify: Identifies an item.
//While identifying things through the Lore skill is more convenient,
//sometimes you actually have to cast the spell, especially if you
//didn't bother with increasing someone's Lore.
2: True Strike: Gives caster +20 to attack for 9 seconds.
//Gives you a huge attack bonus for one round. This is decent to
//cast as an Eldritch Knight or Arcane Trickster right before you
//drop invisibility or against enemies you just can't seem to hit,
//but it's rare to run into enemies that have a high enough AC to
//justify it.
---Level 2:
3: See Invisibility: Caster can see through
//Not many enemies in the official campaign
//there's an item that gives permanent True
//don't mind the AC penalty), so it's not a
//other settings it's an important defense.
invisibility.
use invisibility, and
Sight (so long as you
big deal there, but in
---Level 3:
1*: Clairaudience/Clairvoyance: Target gains +10 to Spot/Listen.
//This spell is totally useless in the official campaign. Other
//modules that make greater use of stealthy enemies or these skills
//might call for this spell, but even there it's dubious.
---Level 4:
2*: Assay Resistance: Decreases a target's spell resistance by 10.
//Not very useful in the official campaign, but in campaigns with
//lots of enemies with heavy spell resistance it might be worthwhile.
---Level 5:
1*: Feeblemind: Deals INT and CHA damage to a target with a ranged
touch attack.
//For an attack that's not guaranteed to cripple a spellcaster, it
//allows a chance to miss (touch attack), a chance to resist, a chance
//to make a will save (the ones casters are good at), and a short
//duration? Since the spells that they can't cast are forgotten until
//they rest, it's not *that* bad, but this spell is pretty weak. It
//might be useful to try and drop saving throws on Paladins and
//Blackguards.
---Level 6:
2: Legend Lore: Gives a bonus to lore skill.
//The only purpose of this spell is to give a bonus to Lore skill for
//purposes other than identifying items such as the book in Ammon
//Jerro's dungeon. Otherwise, get a bard or that level 1 identify
//spell.
4: True Seeing: Character can see hidden enemies.
//See Invisibility's bigger and better version. Works against hide,
//sanctuary, and invisibility, but not against etherealness.
---Level 7:
---Level 8:
3: Power Word: Stun: Stuns target based on hit points. No save.
//PW: Stun's only real selling point is that it has no save. With no
//obvious way of knowing how many hit points an enemy has, it isn't
//very reliable, as it does nothing against a target with 150 or more
//hit points left. It's mostly a spell to use against high level
//mages and wounded major enemies.
4#: Premonition: 30/Adamantine damage reduction, absorbs 10/level.
//Super-stoneskin. This spell makes you almost invincible against
//non-adamantine physical attacks until it goes down.
---Level 9:
3: Power Word: Kill: Kills one target with less than 100 hp. No save.
//Like PW: Stun, PW: Kill's is all about the lack of a saving throw.
//By level 17, 100 hp isn't a huge number, so the target will likely
//have to be already wounded. A decent spell for finishing off major
//enemies, assuming they're not immune to instant kill effects.
----E. Enchantment [IVE]
---Level 0:
3*: Daze: Dazes a target if they fail their save.
//A decent effect at 1st level, but not very good in the long run.
---Level 1:
2: Charm Person: Target humanoid becomes a (very) temporary ally.
//Base duration on this spell is two rounds, so don't expect your
//newfound friend to accomplish much. At level 20, it lasts 8 rounds.
4: Sleep: 4+1d4 HD of creatures with <5 HD fall asleep.
//This spell is actually quite decent at very low levels. Obviously
//not very useful agains the heavy hitters, but you get there one
//orc raiding party at a time.
---Level 2:
2: Tasha's Hideous Laughter: Target is unable to defend itself.
//Note that this spell is level 1 innately, so the saving throw
//is 1 lower than you'd expect. May as well use Daze.
---Level 3:
3: Deep Slumber: Sleep, but 10 HD instead of 4+1d4.
//It's OK, really, but there are much better 3rd level spells.
4*: Heroism: Target gets +2 to attack rolls, saves, and skills.
//Not only does this spell have useful effects, it also has a fairly
//long (10 min/level) duration. The skill bonus is really valuable
//for crafting as well.
3: Hold Person: Target is held if they fail save, new save each round.
//Unfortunately, this spell has an innate level of 2, which means
//the saves they're constantly attempting aren't as high as they
//should be. There are better 3rd level spells.
2: Rage: The entire party enters a barbarian rage, but is not winded.
//That's a temporary +4 STR, +4 CON, +2 will saves, and -2 AC for
//1 round per caster level.
---Level 4:
3: Charm Monster: Target becomes friendly for a short duration.
//The duration of this spell is slightly better than the first level
//version, and it can be used on targets other than humanoids.
3*: Confusion: Targets wander randomly, attack randomly, or stand still.
//This spell is useful against enemies that hit hard but don't have a lot
//of hit points, since they'll end up killing each other.
2*: Crushing Despair: A cone of enemies takes a -2 penalty to all rolls.
//Since this spell allows a saving throw, it's not very useful for
//reducing enemy saving throws.
---Level 5:
2: Dominate Person: Gain control of target person for a short time.
//The duration on this spell is exactly the same as Charm Person,
//but it does have a higher DC and it gives control rather than making
//them an ally. Still of dubious value.
3: Hold Monster: Works like Hold Person, but affects any target.
//Again, like Hold Person it's actually 1 level lower for purposes of
//saving throws, and they still get a save every round to break free.
3: Mind Fog: -10 to will saves while in cloud and 2d6 rounds after.
//While the fog allows a will saving throw, once (and if) the targets
//fail that save they will have a lot harder time resisting other mind
//affecting spells.
---Level 6:
4: Greater Heroism: Like Heroism, but +4 instead.
//This spell only lasts 1/10th as long as the third level version, but
//that's still plenty if you're just using it for the skill bonus or one
//big fight.
---Level 7:
3: Mass Hold Person: Exactly like the 3rd level spell, but 30' radius.
//Pairing this with Mind Fog makes a lot of sense.
---Level 8:
1: Blackstaff: Target quarterstaff becomes +4 and dispels magic.
//That is, assuming someone can hit with the quarterstaff. There are
//many far easier ways to dispel magical effects, and considering that
//this spell lasts for 6 seconds/level and that a 3rd level spell can
//make a weapon +5 for hours, this spell is a waste of time unless you
//have a fighter friend with a quarterstaff and a hundred enchantments
//to dispel.
3: Mass Charm Monster: Charm up to twice your hit dice in creatures.
//Turning half of an enemy group against the other half is amusing, and
//a little Mind Fog sets the stage pretty well. This spell also has a
//long (15 rounds when you can first cast it) duration, which makes it
//much more likely the monsters will finish beating on their friends
//before they turn on you again.
---Level 9:
3: Mass Hold Monster: Exactly like the 5th level spell, but 30' radius.
//Once again, Mind Fog is your friend.
----F. Evocation [IVF]
---Level 0:
1: Flare: Target has -1 to hit if they fail save.
//If you cast this spell and notice a difference, something is horribly
//wrong.
3#: Light: Target glows for 1 hour/level.
//Good long duration and no hand needed for a torch makes this spell
//worth casting when you need light. It also happens to be used in
//a lot of crafting recipes.
---Level 1:
5#: Magic Missile: Attacks the darkness
//The staple of all staple attack spells. Don't leave home without it.
//Note that it's really not that useful until fifth level or so.
2: Shocking Grasp: Touch attack deals 1d6/lvl (up to 5d6)
//A fairly high damage spell by level 5, but getting close enough
//to touch the enemy as a low level mage isn't so wise.
---Level 2:
4*: Cloud of Bewilderment: Stuns and blinds enemies in cloud.
//A shockingly good spell that has a chance to stun and blind any enemy
//that walks into it. Why it's an Evocation I'm not sure, but since it
//is it takes advantage of a relatively common Spell Focus. If you're
//playing at higher difficulty levels, it may be somewhat dangerous to
//use near your party.
2: Combust: Touch attack deals fire damage until target makes save.
//Against an enemy with a bad reflex save, this could do a substantial
//amount of damage over time. Shocking Grasp is similar, and it's a
//lower level spell. In both cases, touch attacks make for weak spells.
2*: Darkness: Darkens area, only ultravision works.
//Can be effective to blind groups of archers, but tends to hinder the
//party as much as it hinders the enemy.
3: Fireburst: Deals 1d8/level (5d8 max) to adjacent targets.
//Very short range makes this spell of dubious value, but could be
//useful to Eldritch Knights and other close combat mages. Damage
//is relatively high for the level (reflex for half).
3: Gedlee's Electric Loop: Deals 1d6/2 levels (5d6 max) and stuns target,
reflex saves for half damage and prevent stun. Small area of effect
//This spell would have been better if the range had been longer or the
//stun lasted a little while.
2*: Gust of Wind: Knocks down anyone who fails fort save, dispels clouds.
//The primary use for this spell is to get rid of effects like Cloudkill,
//but the enemies in the official campaign don't use many of these types
//of spells. Also usable for cleaning up after fights where you have
//used these spells.
---Level 3:
5: Fireball: The old standby. 1d6/level, max 10d6 to an area.
//Just don't nuke your party members.
4#: Lightning Bolt: 1d6/level, max 10d6 to a line.
//Sometimes harder to set up than a fireball, but usually safer for
//the party.
4: Scintillating Sphere: Fireball, but lightning instead of fire.
//Also has a slightly shorter range.
---Level 4:
3*: Elemental Shield: 50% Fire/Cold immunity, d6+level damage on attack.
//The slightly suicidal option with this spell is to walk up and let
//the enemy attack you and damage themselves, which will damage enemies
//with extremely high spell resistance. The 50% cold/fire resist has
//some uses as well.
5: Ice Storm: 3d6 bludgeoning, 2d6 +1d6/3 levels cold, no save
//For comparison, ice storm at level 10 deals 8d6 damage to fireball's
//10d6, but ice storm allows no save, making it the ideal spell to use
//on those pesky rogues and their evasion tricks.
4#: Isaac's Lesser Missile Storm: 1d6/level to 10x1d6 to random targets.
//This spell is primarily useful against single large targets such that
//all of the missiles will randomly hit the only valid target. That it
//deals nonelemental damage with no save makes it ideal for harder foes.
//Using it on groups will spread out the damage too much.
2*: Wall of Fire: 2d6+1/level to those who pass through, x2 to undead
//The short range and tricky placement of this spell limit the utility,
//and the damage (except against undead) isn't particularly stellar.
---Level 5:
3: Bigby's Interposing Hand: Target (no save) has -10 to attack rolls.
//Since there's no save, this spell is primarily useful for weakening
//extremely powerful melee type enemies (i.e. Lorne in the official
//campaign).
3#: Cone of Cold: d6/lvl cold damage (to 15d6)
//The old standard for 5th level attack spells, hampered somewhat by
//short range. Still a decent spell, but there are better spells.
//The "no save" is the primary benefit to this spell. Touch attacks tend
//to be reliable against targets that don't have a lot of dodge AC (i.e.
//Monks and Rogues).
3: Sunburst: Deals d6/level damage to undead, 6d6 to others. All must
make reflex save or be blinded.
//The blinding effect is the primary benefit to this spell, as it
//cripples melee-based enemies. Also an effective way to kill undead,
//since Horrid Wilting isn't exactly very effective there. Note that
//this spell doesn't affect party members.
---Level 9:
3: Bigby's Crushing Hand: Target is held and suffers 2d6+12 damage/round.
//Again, the text refers to "grappling." Clenched Fist is a very similar
//spell, and it's lower level.
3: Meteor Swarm: Three forms: Either 24d6/12d6/6d6 to an area of effect,
6d6 to everything not next to the caster, or 4 ranged touch attacks for
2d6 bludgeoning and 6d6 fire to the same target (32d6 total).
//The biggest attack spell in the game, but not necessarily the best.
//Certainly decent, but empowered Delayed Blast Fireball and Maximized
//Chain Lightning (or Greater Missile Storm) are more effective for
//a 9th level slot.
----G. Illusion [IVG]
---Level 0:
---Level 1:
3: Color Spray: Sleep, Blind, or Stun depending on hit dice.
//Sleep is more effective against the lowest level of enemies, and
//the short duration on the stun effect makes it of dubious value
//even though it will affect larger foes. Only useful for illusion
//specialists.
---Level 2:
3*: Blindness/Deafness: Blinds and deafens a target for 1 rd/level
//Blind and deaf creatures that aren't attacked will generally just
//stand there, so this takes an enemy out of the fight. Still, with
//all of the excellent level 2 spells, it's hard to justify using this.
4*: Ghostly Visage: 5/magic damage reduction, level 1 spell immunity
//Especially at low levels, 5/magic damage reduction will let you
//shrug off a lot of damage. The spell doesn't last too long, but
//it's not a bad defensive trick early on.
5*: Invisibility: Target is invisible until they take hostile action
//Very, very useful for scouting or for charging at the guns. Unlike
//the sneaking option, this doesn't slow the character down.
5: Mirror Image: Mirror images absorb attacks directed at the character.
//Excellent defensive spell. At higher levels, it lasts quite a while
//and can absorb up to 8 attacks before disappearing.
---Level 3:
2*: Mass Blindness/Deafness: Like the level 2 spell, but 10' radius.
//This spell can be used to separate a group of enemies into managable
//pieces, but it should be noted that the spell Sunburst has the same
//effect with a larger radius, some damage, and is also decent against
//undead. This spell might be worthwhile to an illusion specialist.
---Level 9:
3*: Shades: Casts a group of defense spells, Summon VIII, or a fireball.
//Specifically, Premonition, Shield, and Protection from Spells for
//the defenses. The fireball is of the delayed blast variety. Of
//all of the Shadow Conjuration series of spells, this one is the only
//decent one, since the spells that it casts are all at least of a
//similar level to the combined spell. Again, the major benefit is that
//you can choose when you cast the spell what effect it takes.
2: Weird: Kills all in area of effect that fail both saves.
//This spell is essentially Phantasmal Killer that affects an entire
//area. While potentially effective, it's not nearly as good as the
//Necromancy version, Wail of the Banshee, which only allows one save.
----H. Necromancy [IVH]
---Level 0:
---Level 1:
1*: Cause Fear: Target creature with 5 or less hit dice has -2 to rolls.
//The only good part of this spell is that it still has a partial effect
//if the target makes the saving throw, but the weak effect, the target
//limitation, and the short duration make it a dubious spell.
3: Ray of Enfeeblement: Deals 1d6+1 (+1/2 levels, max +5) STR damage.
//The best part of this spell is that there is no save, so it can be
//used to reliably weaken major enemies. The spell's 1 round/level
//duration makes it useless at low level, but a spell that might be
//useful to a higher level mage.
---Level 2:
2*: Death Armor: Deals minor damage to enemies that hit you.
//The damage is unavoidable and unresistable, so there are times when
//this spell will be useful to damage enemies that you can't touch
//otherwise, but the damage is weak (maximum of 1d4+5) and the duration
//is short, so you'd have to be pretty desperate.
3*: False Life: Grants 1d10+1/level (max 1d10+10) hit points to caster.
//Unlike the cleric version (Aid), this spell lasts a full hour per
//caster level. While boosting your constitution with Bear's Endurance
//will generally grant more hit points, this spell may be worthwhile in
//major fights where you have plenty of time to prepare, since it can
//be cast on top of a constitution bonus.
3: Ghoul Touch: Touch attack to stun target.
//The spell also makes the target weaken creatures in the area around it.
//The duration of this spell is fixed (d6+2 rounds), so it doesn't get
//better at higher levels.
//in a mage's arsenal for killing undead, and is a major help in the
//official campaign.
---Level 7:
3: Control Undead: Take control of target undead creature.
//Unlike the charm spells, this spell lasts 1 hour/level. It can only
//affect a creature of less than twice the caster's level, and the
//target gets a save.
5#: Finger of Death: Target dies. If save made, deals small damage.
//One of the best spells in the game, a pity that so many things are
//immune to it. Not very useful in the official campaign, sadly, since
//so many of the enemies late in the game are undead.
---Level 8:
3#: Create Greater Undead: Summons an undead creature.
//Summons a more powerful undead minion. Like the earlier spells,
//the undead in question isn't as strong as some of the other creatures
//from Conjuration magic, but it does last a long time.
4#: Horrid Wilting: Deals 1d6/level magic damage to an area.
//The main benefit to this spell is that it deals magic damage, which
//isn't resisted by many enemies other than undead, and unlike all of
//the other area of effect attack spells, it uses a fortitude save
//instead of a reflex save, which means it's not affected by Evasion.
//Note that this spell won't affect other party members.
---Level 9:
1*: Energy Drain: Drains 2d4 levels from target.
//Unlike Enervation, this spell does allow a saving throw, so it's not
//useful against otherwise untouchable enemies.
5#: Wail of the Banshee: Kills 1 enemy/level.
//Unlike Weird, Wail of the Banshee only allows one saving throw (a
//fortitude save). Unfortunately, this spell is nearly useless in the
//official campaign since almost all of the enemies you are fighting at
//the end of the game are undead.
----I. Transmutation [IVI]
---Level 0:
---Level 1:
4: Enlarge Person: Target grows, gets AC penalty and damage bonus
//The magic damage on this is usually worth the AC penalty. Note that
//the attack penalty cancels out because of the bonus to Strength.
2*: Expeditious Retreat: Haste on caster, but for movement only.
//With the short duration on this spell (1 round/level), the only real
//use for it is cutting down on the drudge of running around town.
2: Low-light Vision: Party can see in the dark.
//While it's only a first level spell and has a long duration, a similar
//effect can be done with the 0th level spell, Light.
Magic Missile
Mage Armor
Identify
*Protection From Alignment
Shield
*OR*
Enlarge Person
---Level 2:
1.
2.
3.
4.
5.
---Level 3:
1.
2.
3.
4.
5.
For #5, take GMW if you want to overenchant your weapons, Spiderskin
if you don't have a druid to cast Barkskin (or you don't want to bother)
and Flame Arrow in all other cases, especially if you specialize in
Conjuration.
---Level 4:
1.
2.
3.
4.
Stoneskin
*Greater Invisibility
*OR*
Ice Storm
Isaac's Lesser Missile Storm or Ice Storm
*Lesser Spell Breach
*OR*
Confusion
---Level 5:
1.
2.
3.
4.
---Level 6:
1. Isaac's Greater Missile Storm
2. Tenser's Transformation or Chain Lightning
3. Undeath to Death (official campaign)
*OR*
Chain Lightning
*OR*
Banishment
---Level 8:
1. Premonition
2. Horrid Wilting or Sunburst (in the official campaign)
3. Greater Planar Binding
---Level 9:
1. Wail of the Banshee*
2. *Gate
*OR*
3. Meteor Swarm
Summon Monster IX
you've probably noticed that they do some things that aren't all that
smart. This section attempts to explain methods for keeping them
useful without having to manually cast everything.
----B. Managing Sand (and wizard NPCs) [VB]
Wizards (and Clerics) are easier to manage for the AI because they can't
cast anything they don't have memorized, and you have control there
whether you want it or not.
In general, avoid:
-Long duration buffing spells that you aren't going to cast before
combat starts (and before the AI does anything).
-Short duration buffing spells.
-Extremely low level attack spells, especially if the character has a
good weapon.
-Any cloud-based spell (the AI will cast it repeatedly until it runs
out).
If necessary, just leave some levels with nothing memorized. Spells
like Light, Identify and Knock the AI won't cast at all, so they're
safe to memorize if you feel weird about leaving things empty.
----C. Managing Qara (and sorceror NPCs) [VC]
Sorceror AI is even more problematic, since they always have all of
their spells available. The key is to be careful when having them learn
spells. When in doubt, just give them straight attack spells.
---======================================------------------Example Builds---------------- [VI]
+ indicates a cross-class skill
-Human Sorceror 19/Pale Master 1 [VIA]
A fireball-slinging sorceror.
Lawful Neutral
Stats:
STR 9
DEX 14
CON 14
INT 14
WIS 8
CHA 17 (22 at 20)
Skills:
Bluff/Craft Alchemy (split points)
Concentration (always max)
Spellcraft (always max)
+Tumble (always max)
+Use Magic Device (always max)
No background trait.
Level, Stat, Feats
S1, Spellcasting Prodigy, Extend Spell
S2
Skills:
Lore (always max)
Concentration (always max)
Spellcraft (always max)
+Tumble (always max)
Diplomacy/Craft Alchemy (split)
No background trait.
Level, Stat, Feats
W1, Spellcasting Prodigy
W2
W3, Spell Focus: Necromancy
W4, +1 INT (18)
W5, Extend Spell
W5PM1, Greater Spell Focus: Necromancy
W5PM2
W5PM3, +1 INT (19)
W5PM4, Empower Spell
W5PM5
W6PM5
W7PM5, +1 INT (20), Toughness
W8PM5
W9PM5
W10PM5, Spell Penetration, Shield Proficiency
W11PM5, +1 CON (19)
W12PM5
W13PM5, Persistent Spell
W14PM5
W15PM5, +1 CON (20) Quicken Spell
---===---Sun Elf Eldritch Knight 10/Wizard 8/Pale Master 1/Fighter 1 [VIC]
A typical Eldritch Knight. Takes the fighter level at 1st and plays
the first few levels as a fighter with long duration spells (Mage
Armor, Magic Weapon, etc...). Hot key the armor and take it off when
you want to cast, just remember that you can't switch armor in combat.
Later, the character will rely mostly on spells like Mirror Image for
defense and just wear whatever armor won't give spell failure.
Any non-good
Stats:
STR 14
DEX 16 (17 at 20)
CON 12
INT 18 (22 at 20)
WIS 8
CHA 8
Skills:
Lore (always max)
Concentration (always max)
Spellcraft (always max)
+Tumble (always max)
+Use Magic Device (always max)
Intimidate 4
No background trait.
Level, Stat, Feats
F1, Two-Weapon Fighting, Luck of Heroes
F1W1
F1W2, Practiced Spellcaster (Wizard)
F1W3, +1 INT (19, for Imp. Two Weapon Fighting)
F1W4
F1W5, Extend Spell, Two Weapon Defense
F1W5K1
F1W5K2, +1 INT (20)
F1W5K3, Improved Critical (Short Sword)
F1W5K4
F1W5K5
F1W5K6, +1 DEX (17), Improved Two-Weapon Fighting
F1W5K7
F1W5K8
F1W5K9, Improved Two-Weapon Defense
F1W5K10, +1 INT (21)
F1W5K10PM1
F1W6K10PM1, Persistent Spell
F1W7K10PM1
F1W8K10PM1, +1 INT (22)
---===---Tiefling Arcane Trickster 10/Wizard 6/Pale Master 1/Rogue 3 [VID]
A typical trickster. Note that this character only just barely squeaks
out the casting level 17 to be able to get 9th level spells. Using a
Sorceror instead of a Wizard you would not get the level 9's.
Any non-good
Stats:
STR 14
DEX 16
CON 14
INT 19 (24 at 20)
WIS 8
CHA 7
Skills:
Too numerous to list here. Spells can
substitue for Open Locks and Hide/Move
Silently. Be careful about the stat
requirements for Trickster.
No background trait.
Level, Stat, Feats
R1, Spellcasting Prodigy
R2
R2W1, Practiced Spellcaster (Wizard)
R2W2, +1 INT (20)
R2W3
R2W4, Spell Focus: Evocation
R2W5, Greater Spell Focus: Evocation
R3W5, +1 INT (21)
R3W5T1, Empower Spell
R3W5T2
R3W5T3
R3W5T4, +1 INT (22), Extend Spell
R3W5T5
R3W5T6
R3W5T7, Toughness
R3W5T8, +1 INT (23)
R3W5T9
R3W5T10, Persistent Spell
R3W5T10PM1
R3W6T10PM1, +1 INT (24)
---======================================------------------Change History and Credits---------------- [VII]
Version 1.0-April 17th, 2007, ShinesmanOffWhite
---======================================------------------Legal stuff---------------- [MDCCLXXVI]
If you really want to copy this and put it on your site, go ahead. By
usual kopyleft, the only restrictions are that you can't modify it and
you can't claim you wrote it. Contact the author at akay225(a)comcast.net
with any questions.
*Neverwinter Nights 2: Wizard/Sorceror Guide* by ShinesmanOffWhite
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