Neverwinter Nights 2 Walkthrough :
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Magnus N5 |
Walkthrough - Wizard/Sorceror GuideWizard, Sorceror, and Related Classes FAQ
-ShinesmanOffWhite, December 9, 2008 (version 2.0)
---======================================---
Table of Contents
***I. Introduction [I]***
***II. Arcane Casters [II]***
-A. Section Introduction [IIA]
-B. Wizard [IIB]
---1. The Specialists [IIB1]
-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]
---7. Arcane Scholar of Candlekeep [[IIE7]]
---8. Red Wizard [[IIE8]]
-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]
---1. General Feats [IIID1]
---2. Proficiency Feats [IIID2]
---3. Spellcasting Feats [IIID3]
---4. Metamagic Feats [IIID4]
---5. Item Creation Feats [IIID5]
---6. Skills and Save Feats [IIID6]
---7. Background Traits [IIID7]
---8. Epic Feats [IIID8]
-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. Section Introduction [VIA]
-B. Pure Casters [VIB]
---1. Nuke-o-matic [VIB1]
---2. Fire and Smoke [VIB2]
---3. Stalwart Caster [VIB3]
-C. Eldritch Knights [VIC]
---1. Chaotic Stupid Archer [VIC1]
---2. Paladin Eldritch Archer [VIC2]
---3. Stuntygish [VIC3]
-D. Skill Builds
---1. All-licensed Fool [VID1]
---2. Archer Trickster [VID2]
***VII. Change History and Credits [VII]***
MDCCLXXVI. Legal stuff [MDCCLXXVI]
---======================================---
I. Introduction [I]
This guide is intended to cover wizards, sorcerors, and prestige classes
for the game Neverwinter Nights 2, and the orignal guide was tested
using version 1.04 (870). Information on Mask of the Betrayer (MotB)
and Storm of Zehir (SoZ) was tested in SoZ. Much of the guidance in this
document is tailored towards the original campaign (OC) and should be
applied with caution in other settings.
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 with experiments on targets as needed. The manual
is flat out wrong in many cases, notably in the requirements for Eldritch
Knight, but the game text is, as far as I can tell, accurate.
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. (It'll also hit in this section
obviously). Be sure to use "match case"
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 penultimate section gives
some pointers on how to make the AI less stupid in combat, and the final
section is just some example builds.
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 five prestige classes which involve
arcane magic: the Arcane Scholar of Candlekeep, the Red Wizard, the
Arcane Trickster, the Eldritch Knight, and the Pale Master. This guide
covers the two main classes, Wizard and Sorceror, as well as the "caster"
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:
-(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 very similar
-Drow have a bonus to both CHA and INT, but at a rather high price
*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. Low attack bonus means that all base
attack bonus increases are on even levels, so odd levels of wizard
classes are to be avoided for Arcane Trickster and Eldritch Knight and
other builds where actually hitting things is important.
-----
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: Human, Sun Elf, Strongheart Halfling,
Tiefling (-1), Drow (-2)
Perks:
-Fastest spell progression of any of the arcane casters.
-Qualifies for relevant prestige classes as early as level 5.
-High INT also gives bonus skill points.
-Bonus feats: gets one free spellcasting feat for every 5 levels
-Bonus feat: can scribe scrolls automatically
-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, Arcane Trickster,
Arcane Scholar, or Red Wizard with 5 levels in this class, though in
some cases having all of the prerequisites at that level is difficult.
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.
At level 23, 26, and 29, the Wizard gets a bonus epic feat. This isn't
exactly a huge benefit, but it does mean that a purist wizard isn't totally
disadvantaged at epic levels.
>>>The Specialists [IIB1]
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
are no stat requirements for any specialization, and specializing in
a school doesn't make you better at that school unless you pick the
feats or don't customize your character at creation. You get a small
bonus to spellcraft in your specialization.
Red Wizard takes this a step further and makes spells of your specialization
better, though it doesn't make a huge difference.
In short, specialization is all about the opposition school and bonus
spells unless the character is a Red Wizard, and even then the main
concern is often what you lose rather than what you gain. The following
table has some description of what happens with each school, as well
as a rank from 1 (not recommended) to 5 (recommended)
Table 1: Specialists and opposition schools
Abjuration (1 as specialist, 1 as Red Wizard)
Opposition: Conjuration
Important spells missed: Almost all of the summoning spells are in
this school, as well as quite a few offensive (flame arrow), and
enhancing (mage armor) spells.
Red Wizard Opposition: Illusion
Important spells missed (Red Wizard): Illusion as a school has some
critical defensive spells, but most are low level and can be learned
before the Red Wizard switch.
Evocation (1 as specialist, 4 as Red Wizard)
Opposition: Conjuration
Important spells missed: Almost all of the summoning spells are in
this school, as well as quite a few offensive (flame arrow), and
enhancing (mage armor) spells.
Red Wizard Opposition: Illusion
Important spells missed (Red Wizard): Illusion as a school has some
critical defensive spells, but most are low level and can be learned
before the Red Wizard switch.
Transmutation (1 as specialist, 3 as Red Wizard)
Opposition: Conjuration
Important spells missed: Almost all of the summoning spells are in
this school, as well as quite a few offensive (flame arrow), and
enhancing (mage armor) spells.
Red Wizard Opposition: Illusion
Important spells missed (Red Wizard): Illusion as a school has some
critical defensive spells, but most are low level and can be learned
before the Red Wizard switch.
Conjuration (4 as specialist, 5 as Red Wizard)
Opposition: Transmutation
Important spells missed: Transmutation spells are mostly duplicated
with divine magic. Many are used in crafting.
Red Wizard Opposition: Illusion
Important spells missed (Red Wizard): Illusion as a school has some
critical defensive spells, but most are low level and can be learned
before the Red Wizard switch.
Divination (1 as specialist, 1 as Red Wizard)
Opposition: Illusion
Important spells missed: Illusion as a school has some critical defensive
spells such as Mirror Image and Improved Invisibility. Many of the
more powerful illusion spells have equivalents in Necromancy that are
just better.
Red Wizard Opposition: Enchantment
Important spells missed (Red Wizard): Enchantment has two critical
spells, Heroism and Greater Heroism, that are some of the best enhancing
effects available. The school also has some of the best crowd control
spells.
Enchantment (3 as specialist, 4 as Red Wizard)
Opposition: Illusion
Important spells missed: Illusion as a school has some critical defensive
spells such as Mirror Image and Improved Invisibility. Many of the
more powerful illusion spells have equivalents in Necromancy that are
just better.
Red Wizard Opposition: Abjuration
Important spells missed (Red Wizard): Abjuration has all of the dispelling
spells as well as critical effects like Protection from Alignment and Stoneskin.
The anti-magic spells aren't too important for the pre-made campaigns,
though they can make some of the harder fights downright trivial.
Illusion (3 as specialist, 4 as Red Wizard)
Opposition: Enchantment
Important spells missed: Enchantment has two critical spells, Heroism and
Greater Heroism, that are some of the best enhancing effects available.
The school also has some of the best crowd control spells.
Red Wizard Opposition: Abjuration
Important spells missed (Red Wizard): Abjuration has all of the dispelling
spells as well as critical effects like Protection from Alignment and Stoneskin.
The anti-magic spells aren't too important for the pre-made campaigns,
though they can make some of the harder fights downright trivial.
Necromancy (5 as specialist, 5 as Red Wizard)
Opposition: Divination
Important spells missed: Identify and Premonition are the only two spells
that you might miss. The banishing spells and power words are sometimes
useful, but they aren't critical.
Red Wizard Opposition: Illusion
Important spells missed (Red Wizard): Illusion as a school has some
critical defensive spells, but most are low level and can be learned
before the Red Wizard switch.
Necromancy is actually a fairly good default choice. Identification can be done
by lore skill or just by shops if all else fails, and Premonition can be
replaced by other defensive spells fairly easily. Red Wizards benefit
since Wail of the Banshee and Finger of Death are very save-dependent.
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
-Qualifies for relevant prestige classes as early as level 6.
-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.
Like the Epic Wizard, an Epic Sorceror gets an additional bonus feat at
level 23, 26, and 29, so a "pure" build is not a bad thing at epic levels.
-----
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
-Inspirations and other bard-specific abilities
-Better base attack bonus, can wear some armor without penalty
-Qualifies for relevant prestige classes as early as level 7.
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. This is usually
a bad idea, spellcasting is only one of the bard's tricks. 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. This applies even at epic
levels.
---Eldritch Knight [IIE1]
Short Description: Multi-classed fighter and mage.
Prerequisites: Martial weapons feat, 3rd level arcane spellcasting
Casting Stat: Same as casting class
Spell Progression: Same as casting class except nothing at 1st level.
Recommended Races: Same as casting class
Perks:
-High base attack bonus
-Free feats at 1st level (Combat Casting, Skill Focus)
The main benefit to taking levels of Eldritch Knight instead of a
normal casting class is that you receive +1 to hit every level instead
of every other level. This means you might actually hit an enemy
with a high AC. The investment for this class is actually relatively
minor, more or less switching the Martial Weapon feat for Combat
Casting and then picking up Combat Casting from the class bonus. You
lose one casting level at the switch. Taking a level of fighter or
paladin or ranger will give you the required martial weapons feat, as
well as the armor feats. Note that a mithril large shield and
several of the exotic material small shields have no arcane casting
penalty, and the OC has a chain shirt (bought from Deekin in
Neverwinter) that gives no arcane casting penalty, so armor feats
are worth having. The Samarachan patrols have a set of studded
leather that does something similar for Storms of Zehir. The Practiced
Spellcaster feat can compensate for the lost casting levels somewhat.
Just for the record, a Paladin/Sorceror Eldritch Knight will not have
9th level spells by 20th with 2 levels of Paladin for the save bonus.
---Arcane Trickster [IIE2]
Short Description: Multi-classed thief and mage.
Prerequisites: 3rd level arcane, +2d6 sneak attack (level 3 rogue)
Lore 7, Disable Device 7, Tumble 7, Spellcraft 4
Casting Stat: Same as casting class
Spell Progression: Same as casting class
Recommended Races: Same as casting class
Perks:
-Sneak attack continues to improve
-Impromptu Sneak Attack ability (ignores dex on target, largely useless)
-More skill points per level, access to most rogue skills
An arcane trickster can have 9th level spells by character level 20
only if the casting class is wizard. Like the Eldritch Knight, the
Trickster benefits from the Practiced Spellcaster feat to recoup some
of the loss of levels from multiclassing. Note that the trickster
does *not* get the Use Magic Device skill as a class skill.
---Pale Master [IIE3]
Short Description: Mage with defensive bonuses and pointless tricks
Prerequisites: 3rd level arcane spells, non-good alignment
Casting Stat: Same as casting class
Spell Progression: As casting class, but only on odd levels
Recommended Races: Same as casting class
Perks:
-AC bonuses at 1st, 4th, and 8th
-+3 hp/level at 5th (retroactive to all character levels)*
-Immune to Stun, Hold, and Paralyze at 7th
-Immune to Critical Hits at 10th
-Can summon weak undead
-Weak Paralyze/Slay touch attack
*This appears to have been replaced by +4 to fortitude saves in later
versions, which is a travesty since it was the only really good ability
the class had.
Note that the first level of Pale Master is essentially "free" in
that you don't lose any casting levels to take it. This makes taking
one level of Pale Master appealing. It is a level that does not give
base attack bonus, and whether that is worth 2 AC depends on the
character. Pure casters would be crazy not to take it, but Eldritch
Knights and other hybrids might not be as enthusiastic.
The main benefit to taking levels of Pale Master is survivability.
The problem is that a 10 Wizard/10 Pale Master will not get 9th level
spells (effective casting level of 15). 15 Wizard/5 Pale Master
might be a better plan. 10 levels of pale master is really only advisable
for epic PvP builds that need survivability.
---Arcane Archer [IIE4]
Short Description: Archer that requires some spell casting ability
Prerequisites: 1st level arcane spells, +6 BAB, Elf or Half-Elf
Weapon Focus: Longbow or Shortbow, Point Blank Shot
Casting Stat: Same as casting class
Spell Progression: None
Recommended Races: Elf (any) or Half-Elf
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.
---7. Arcane Scholar of Candlekeep [[IIE7]]
Short Description: Metamagic specialist
Prerequisites: Level 3 arcane spells, 8 spellcraft, empower spell,
skill focus (concentration), skill focus (spellcraft)
Casting Stat: as base class
Spell Progression: as base class
Recommended Races: as base class
Perks:
-Uses metamagic feats with one less level of increase, so an
Empowered Fireball is level 4 instead of level 5.
-Bonus metamagic feats.
-Party gains save bonuses against spells.
For a caster that uses a lot of direct damage spell attacks, the
"cheaper" empowered spells can be quite effective. Taking all
ten levels of this class is probably a waste, the improved
empowered spells are the only real benefit.
Mixing this class with Eldritch Knight has one obvious perk: the
Skill Focus (concentration) requirement is a bonus feat from the
Eldritch Knight class.
---8. Red Wizard [[IIE8]]
Short Description: Super-specialist
Prerequisites: Level 3 arcane spells, a metamagic or item creation
feat, non-good, human, 8 spellcraft, spell pentration, greater spell
penetration, specialist wizard.
Casting Stat: as base class
Spell Progression: as base class
Recommended Races: human (required)
Perks:
-Additional specialization, see table in section IIB1 for choices.
-Additional rank of spell focus for chosen school.
-Bonus to spell penetration for chosen school.
-Bonus spell levels to chosen school (does not work for crafting)
-Bonus to your saving throws for chosen school.
-Same bonus feats as Wizard.
The Red Wizard class is in many ways not that different from a vanilla
wizard. It provides some additional bonuses to one school and adds
a few more restrictions to the spells you can learn. If all you want is
additional save DC, play a race with an Intelligence bonus (i.e. Sun Elf),
it's far less messy than playing a Human Red Wizard.
The additional opposition school works a little differently from the base
opposition school in that you can learn spells from that school before
you make the change to Red Wizard, and you can cast any spell you
already know. For example, a Red Wizard with a Necromancy specialty
can never learn or cast Identify (base opposition school), but could
learn Mirror Image during the five levels of normal Wizard and still cast
it after gaining Red Wizard levels.
-----
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
is limited to the character's Duelist level. Taking three levels of
Swashbuckler on an Eldritch Knight is possible for melee damage
bonuses. Invisible Blade is very similar to the Duelist and has lower
requirements, but also has less hit points. In any case, extra casting
levels are almost always better unless spellcasting is only part of the
intent of the character.
Divine and arcane caster combinations have been proposed for "ultimate
crafter" builds, but these are of dubious value in the official
campaign.
The old trick of taking a Paladin level as a Sorceror for the saving
throw bonus no longer works as well (you have to take two levels). A
similar trick is to use the Warlock ability "Dark One's Own Luck" which
has the same effect, although you have to turn it on again after resting.
---======================================---
----------------General character building tips---------------- [III]
Section Introduction [IIIA]
This section gives descriptions of some of the nuts and bolts of the
system, including recommended feats and skills. Many of these
abilities work the same for any class, and their utility to the
various arcane classes is discussed.
For examples of actual builds and specific recommendations, see
section VI.
-----
Attributes [IIIB]
When buying attributes, note that raising attributes increases in cost
as you increase the attribute according to the following table:
Racial Bonus or penalty:
Stat- -4 -2 +0 +2
4 0 n n n
5 1 n n n
6 2 0 n n
7 3 1 n n
8 4 2 0 n
9 5 3 1 n
10 6 4 2 0
11 8 5 3 1
12 10 6 4 2
13 13 8 5 3
14 16 10 6 4
15 n 13 8 5
16 n 16 10 6
17 n n 13 8
18 n n 16 10
19 n n n 13
20 n n n 16
You start with 32 points and all stats at the "0" level in the table. If
the table has an "n" the character cannot have that amount of stat. For
example, a human ("+0" to all stats) could have an 18 CON and an 18 INT and
leave all other stats at 8, or 12 CON and 12 INT and all other stats at 14,
or any combination.
Note that odd stats do not provide any bonus, so a 33 CHA is the same
as a 32 CHA for purposes of mechanics.
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). MotB adds some
history feats that you gain during gameplay that increase your base stats
the same way Dragon Disciple does.
-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). The damage bonus
is increased by 1.5 for two-handed weapons and is halved for off-hand
weapons.
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. The Storm of Zehir campaign makes a lot more use
of the various skills, so it's more important there.
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. Many class-specific abilities, particularly
divine abilities, are affected by this stat. A 10 charisma is required
for Natural Leader, which is generally worth having.
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.
-----
Feats of note [IIID]
Feats fall into a couple of broad categories. At first level, pay
special attention to the Background Trait feats, which can't be taken
later. Spellcasting Prodigy is an excellent choice for most casters, Luck
of Heroes may be a better choice for melee characters desperate for AC.
This guide does not include a complete list of feats, just ones that
are likely to appeal to arcane spellcasters.
---General Feats [IIID1]
-Improved Initiative: This feat is one of the few ways to affect
your initiative roll, and sometimes going first is critical to victory,
but it's not necessary or important for the official campaign.
-Toughness: Mages of all kinds tend not to have very many hit points,
so if you skimped on constitution when assigning stats, pick this feat
up as soon as possible.
---Proficiency Feats [IIID2]
-Martial Weapons: Prerequisite for the Eldritch Knight class. You
actually have to have the feat, which means taking a class with the
feat or taking the feat itself. Single martial weapons (i.e. the Elf
bonus weapons) are not enough.
-Shield Proficiency: Mithril large shields do not give an arcane
spell failure and can be enchanted to provide substantial defense.
---Spellcasting Feats [IIID3]
These are the feats that can be chosen as bonus feats by Wizards
at every 5th level. Note that if you pick up a prestige class and
are not gaining "real" Wizard levels, you do not get these bonus feats.
-Augment Summoning: Does not appear to actually exist in game.
-Combat Casting: This feat allows the caster to make a Concentration
check to avoid attacks of opportunity when casting in melee. It's
also a pain to keep turning it on. Do *not* take this feat if you
plan to become an Eldritch Knight, the class gets it automatically. It's
generally considered harmful to try and cast spells in melee in the first
place, so this feat is only important for PvP builds, mages that are going
solo, or Eldritch Knights (who get it as part of the class)
-Practiced Spellcaster (requires 4 spellcraft): This feat is handy
for multi-classed mages who have class levels which do not increase
their casting levels such as the first level of Eldritch Knight or
the rogue levels that an Arcane Trickster takes. The feat increases
your casting level by 4 to a maximum of your character level. In
English, this means that a level 3 Rogue/5 Wizard/1 Arcane Trickster
would learn and memorize spells as a level 6 wizard (5+1), but would
cast a 9d6 Fireball (as a 9th level wizard) with this feat. On the
other hand, a level 6 Wizard with the feat would still be casting a
6d6 (6th level) Fireball because his class level is the same as his
character level and the feat does nothing.
-Spell Focus, Greater Spell Focus: These feats increase the DCs of
spells cast by the mage in the school of focus. Since so few things
affect spell DCs, these are excellent feats and are critical to
offensive spellcasters. Evocation, Necromancy, and Conjuration are
the usual choices for these feats, though Transmutation has a few
spells as well.
-Spell Penetration, Greater Spell Penetration: These feats increase
the chance of a spell to defeat the spell resistance of a target.
This isn't usually a big deal in the official campaign, but resisted
spells make wizards useless, so it's not a bad feat to have. The base
for the spell resistance roll is the casting level of the mage, so
the Practiced Spellcaster feat may be a better first step for some
characters.
---Metamagic Feats [IIID4]
These are also available as Wizard bonus feats. They allow you to
modify the way a spell works, but they make it occupy a higher level
spell slot than normal. This can be used to make low level spells
better than high level spells. Not all spells can be used with all
feats. You cannot, for example, Extend a Fireball. Many of the spells
added in the later expansions can't be modified by the metamagic feats
that you would expect to work with them.
You cannot use multiple metamagic feats with the same spell, so you can
Extend Haste or Quicken Haste, but not an extended and quickened Haste.
-Empower Spell: All dice in an empowered spell's effects are increased
by 50%. This feat is generally used with direct damage spells, and
increases the level of the spell by two. Arcane Scholars (and Safiya in
the MotB campaign) get an improvement which makes this increase the spell
level by one instead of two.
-Extend Spell: The spell's duration is doubled. This effect is useful
at low levels for long duration spells such as Mage Armor so that
they don't wear off halfway through a dungeon, and is also useful
at medium levels to increase the duration of short duration spells
like Haste. At high levels, most spells last long enough that this
spell is unnecessary. The spell is memorized as if one level higher.
-Maximize Spell: All dice in a maximized spell's effects automatically
roll the highest number possible. This feat is used on the same spells
as Empower, and the two are similar in results. A 10d6 fireball that
is Empowered does 52.5 damage on average, a Maximized 10d6 fireball
does 60 damage (assuming, in both cases, that the target doesn't save).
A maximized spell takes up a slot three levels higher. Arcane Scholars
get this feat for free at 1st level and get an improved version that only
increases the spell slot by two levels.
-Persistent Spell: This is Extend Spell's bigger brother, and requires
the basic version as a prerequisite. By increasing the effective
level by 6, the spell will last 24 hours. Since this can only affect
0-3rd level spells, it has limited use, but 24 hour duration Haste
is very worthwhile, even as a 9th level spell. This feat does not work
with many spells, but it's worth it for Haste alone.
-Quicken Spell: This feat allows the mage to cast spells faster. The
documentation claims a "free" action, but in practice all this means
is that the character doesn't wait until the turn is up to cast the
spell. By alternating quickened and unquickened spells, the character
can cast twice as fast. The cost, though, is that the quickened
spells take up slots 4 levels higher than normal. Arcane Scholars get an
improved version that only increases the spell slot by three.
-Silent Spell: This feat is of dubious value in the official campaign,
since not many enemies use silencing effects. Spells are cast as if
one level higher, and may be cast when silenced. Sometimes amusing for
Sorcerors, since it lets them use their spell slots creatively, but there
are generally better feats.
-Still Spell: Eldritch Knights who take levels of Fighter or such
might consider this feat so that they can wear plate and cast spells.
Since the official campaign includes armor that can be worn safely
and mages have so many other defensive tricks, this is generally not
worth it. Spells are cast as if one level higher, arcane spell
failure is 0.
---Item Creation Feats [IIID5]
These are self-explanatory and are covered in great detail in other
FAQs. Notably, Wizards get one of them (Scribe Scroll) at 1st level
automatically.
---Skills and Save Feats [IIID6]
The skill feats are useless because there are easier ways to increase
skills. While some of these may become worthwhile for Fighters due
to their abundance of feats, mages tend to have many better choices.
Alertness is required for Harper Agents.
The save feats (Iron Will, Great Fortitude, and Lightning Reflexes)
may be useful in situations where saving throws are more critical, but
they generally aren't worth it in the official campaign. Iron Will
is required for Harper Agents.
---Background Traits [IIID7]
Most of the background trait feats provide similarly small bonuses
and are of dubious value, but there are a few worth considering
spending a feat on:
-Blooded and Thug give a bonus to initiative (+2), which is difficult
to get almost anywhere else.
-Luck of Heroes gives a +1 to all saves and a +1 luck bonus to AC.
-Mind over Body gives a small bonus to hit points.
-Spellcasting Prodigy gives +2 to your spellcasting stat, but only
for determining DCs and bonus spells. Any offensive spellcaster would
be crazy not to take this feat, as it is essentially a Spell Focus in
everything.
Confusingly, you also choose a background trait during character
creation. This is a separate process and does not use any of your
feat choices. These are self-explanatory and are balanced, so be
careful of choosing ones which reduce your saving throws or reduce
skills you may want to use. The "Natural Leader" trait only applies
once, if you have multiple natural leaders in your party only one
bonus applies (note that none of the NPCs in the OC, MotB, or SoZ
have the trait). You should have exactly one Natural Leader in your
party whenever possible, the -1 to saves is annoying but infrequent,
the +1 to hit for everyone else is always active.
---Epic Feats [IIID8]
Epic Feats are only available once you have the Epic Character trait,
which every character gets at character level 21. You can spend any
"normal" feat at epic levels to get available Epic Feats, but you also
get Epic Feats for taking levels in classes that are already over 20,
generally one per three. For example, a level 23 pure Wizard would have
access to an Epic Feat at 21 (normal feat progression) and at 23 (epic
wizard bonus feat). Epic characters get feats at 21, 23, 25, 27, and 29
instead of the 21, 24, 27, 30 you would expect for the "every three levels"
rule. Wizard Bonus Feats can be taken as Epic Feats as well. The pure
wizard/sorceror bonus feats and the Wizard bonus feats must be taken from a
more restricted list.
The Epic Feats fall into three basic categories:
Stat bonus feats give +1 to the named stat. This is generally a good
choice if nothing else strikes your fancy, especially for spellcasters.
The other Epic Feats sound fun, but the stat bonuses are generally more
useful to a caster.
There are also general epic feats that tend to be improved versions of the
basic feats. For example, there's Epic Spell Focus that stacks with the
basic and greater versions of the non-epic feats. The Automatic Still
Spell and Automatic Silent Spell apply those metamagic effects to any spell
the character casts. Automatic Quicken Spell is similar, but requires
a much higher spellcraft and only affects one level of spell for each feat
taken.
Epic Spells are effectively one per day spells. They have a Spellcraft
requirement, and that spellcraft requirement must be met with raw points
in the skill. The DCs for these are listed as "+5" but that isn't very
helpful since the base level of the spell is unknown. A 30th level wizard
with a 24 INT gave a DC of 32, which is consistent with a 22 base DC, or
level "12" including the +5 listed. To use them, drag the feat to a quick
slot. The epic spells are fun to play with (especially Mass Fowl), but
other than Vampiric Feast and Hellball they really aren't that great.
-Damnation: Not available to arcane casters.
-Entropic Husk: Spellcraft 31 (character level 28). Target gains large
stat bonuses and goes berserk for twenty rounds and then dies. Conjuration
spell, touch range (touch attack required), Will save for no effect.
-Epic Gate: Spellcraft 27 (character level 24). Casts the Gate spell. If
the summoned creature dies, the Epic Gate automatically replaces it while
the duration lasts (40 rounds).
-Hellball: Spellcraft 30 (character level 27). Casts a Fireball-like effect
that does 40d6 damage (10d6 of 4 elements). Reflex save for half damage,
but Evasion and Improved Evasion do not work.
-Mass Fowl: Spellcraft 24 (character level 21). Attempts to polymorph all
nearby creatures into chickens. "Sufficiently powerful" creatures are
unaffected, as is anything larger than medium (human) size. Anything else
gets a fortitude save to avoid.
-Vampiric Feast: Spellcraft 24 (character level 21). Attempts to kill any
creature within 20 feet of the caster. If they make their save, they lose
half of their hit points instead. The caster is healed based on the kills
and damage dealt, and the spell summons a pointless level 9 shadow if the
spell killed anything.
-----
Calculating spell DCs [IIIE]
The DC of a spell is equal to 10 + the level of the spell + the bonus
to the caster's primary stat + spell focus (if any).
For example, a level 1 Sorceress with a 16 CHA casts a Sleep spell.
She doesn't have focus: enchantment, but does have the spellcasting
prodigy feat, so her CHA is considered to be 18. The DC of the spell
is 10 (base) + 1 (spell level) + 4 (casting stat bonus) + 0 (focus) or 15.
Much later, the Sorceress has become much more powerful, but still
likes to cast Sleep to deal with pesky apprentices. At level 18, she
now has a CHA of 20, a cloak that gives +6 CHA, and the spell focus
in enchantment, so the DC is 10 + 1 + 9 (20+6+2 CHA) + 0 or 19. The
apprentice, who has a +6 will save, needs a 13 to stay awake.
Trying again, the Sorceress uses a metamagic feat to cast an Extended
version of the Sleep spell. The spell counts as a level 2 spell for
the number of spells she can cast today, but the saving throw is the
same since it's still innately a level 1 spell.
If the Sorceress were to cast Hold Person instead, she would note that
even though the spell is level 3 to a Sorceror, it is innately a level
2 spell and the DC is determined as if it were a level 2 spell.
If she got sick of the kid stuff and just decided to cast Wail of the
Banshee (a Necromancy spell) instead, the DC would be 10 + 9 + 9 + 2
(she's got Greater Spell Focus in Necromancy) or 30. The apprentice,
with a +2 fortitude save, can only survive on a natural 20.
Epic spellcasters gain an additional +1 to spell DC's at level 23, 26, and
29. That's character level, not class level, so a 5 Wizard/10 Eldritch
Knight/15 Fighter would still get the bonus.
The major benefit of being a race with a bonus to a casting stat, such
as an Aasimar Sorceror, is the additional +1 DC. This just isn't
worth it at low levels, but at high levels it's sometimes the only
thing that matters.
-----
Familiars [IIIF]
Both Wizards and Sorcerors get a familiar. The actual beast itself
isn't particularly stunning (a level 15 cat still does less than 0
damage with all three attacks) so the primary benefit of a familiar
is the minor bonus, usually a skill or save bonus, and a warm body to
absorb hits or distract enemies.
Beetles (+1 hp/level) are a good choice for combat mages and cats (+3 to
hide and move silently) are good for the stealthy types, but remember
that you only get the bonus while the familiar is out. Safiya, a character
in MotB, has a familiar that's also a full time lock and trap specialist.
Most of the familiars that you can chooose from only have hide and move
silently. Some have the darkvision ability, most have Improved Evasion.
The bat has spot and listen instead of hide and move silently, which is
useful for one area in the original campaign that has a lot of rogues
running around.
You can control familiars (click on their portrait), and they do make
useful decoys to "disarm" traps. You take 1d6 damage when they die,
so be careful with them at low levels.
Familiars level up along with you, though they don't really gain much
more than a few hit points. If you take a prestige class, your familiar
stays at your wizard or sorceror level. If you have both wizard and
sorceror for some bizarre reason, their levels stack for the purposes of
the familiar.
Familiars can be used to cast a few spells that require touch attacks,
such as Shocking Grasp. This is very rarely useful since most of the
touch attack spells are pretty weak, but it's better than having a wizard
in melee.
---======================================---
----------------Discussion of spells---------------- [IV]
A. Section Introduction [IVA]
This is just a list of the spells in the game and my personal take on
them. Each spell is given a short description and a 1-5 rating.
1: The spell is almost totally useless.
2: The spell has one or two uses, but is generally bad.
3: The spell is worth learning, but not exceptional.
4: The spell is a "must have" and is very useful.
5: The spell is a reason to have a mage in the party.
#: This spell is safe to give to AI controlled characters.
*: The AI is too stupid to use this spell. Do not have an AI
controlled character memorize it. If you can't unmemorize it, i.e.
it's a Sorceror, then just learn to live with them casting it every
fight or turn off their spellcasting.
Note that bards do not learn many of these spells and learn some of
these spells at different levels! This is only a spell list for
Wizards and Sorcerors.
-----
B. Abjuration [IVB]
---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.
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