With magic's return, a few unintelligible words and fleeting gestures can once again carry more power than a battleaxe, when they are the words and gestures of a wizard. These simple acts make magic seem easy, but they only hint at the time the wizard must spend poring over their spellbook preparing each spell for casting, and the years before that spent in apprenticeship to learn the arts of magic. Wizards depend on intensive study to create their magic. They examine musty old tomes, debate magical theory with their peers, and practice minor magics whenever they can. For a wizard, magic is not a talent but a difficult, rewarding art.

Wizards conduct their adventures with caution and forethought. When prepared, they can use their spells to devastating effect. When caught by surprise, they are vulnerable. They seek knowledge, power, and the resources to conduct their studies. They may also have any of the noble or ignoble motivations that other adventurers have.

The wizard's strength is their spells. Everything else is secondary. They learn new spells as they experiment and grow in experience, and they can also learn them from other wizards. In addition to learning new spells, a wizard can, over time, learn to manipulate their spells so they go farther, work better, or are improved in some other way. Some wizards prefer to specialize in a certain type of magic. Specialization makes a wizard more powerful in her chosen field, but it denies her access to some of the spells that lie outside that field (see School Specialization below). Like a sorcerer, a wizard can call a familiar - a small, magical animal companion that serves them. For some wizards, their familiars are their only true friends.

Overall, wizards show a slight tendency toward law over chaos because the study of magic rewards those who are disciplined. Illusionists and transmuters, however, are masters of deception and change, respectively. They favour chaos over law.

Wizards often recognize each other as comrades or rivals. Even wizards from very different cultures or magical traditions have much in common because they all conform to the same laws of magic. Unlike fighters or rogues, wizards tend to see themselves as members of a distinct, if diverse, group. In civilized lands where wizards study in highly regulated academies, schools, or guilds, wizards also identify themselves and others according to membership in these formal organizations. But while a guild magician may look down her nose at a rustic wizard who learned his arts from a doddering hermit, they nevertheless can't deny the rustic's identity as a wizard.

Humans take to magic for any of various reasons: curiosity, ambition, lust for power, or just personal inclination. Human wizards tend to be practical innovators, creating new spells or using old spells creatively. Elves are enthralled by magic, and many of them become wizards for love of the Art. Elf wizards see themselves as artists, and they hold magic in high regard as a wondrous mystery, as opposed to the more pragmatic human wizards, who see magic more as a set of tools or tricks. Illusion magic comes so simply to gnomes that becoming an illusionist is just natural to brighter and more talented ones. Gnome wizards who don't specialize in the school of illusion are rare, but they don't suffer under any special stigma. Half-elf wizards feel both the elf's attraction to magic and the human's drive to conquer and understand. Dwarf and halfling wizards are rare because their societies don't encourage the study of magic. Half-orc wizards are rare because few half-orcs have the brains and/or circumstances necessary for wizardry. Drow (evil, subterranean elves) often take up wizardry, but wizards are quite rare among the savage humanoids.

Wizards prefer to work with members of other classes. They love to cast their spells from behind strong fighters, to "magic up" rogues and send them out to scout, and to rely on the divine healing of clerics. They may find members of certain classes (such as sorcerers, rogues, and bards) to be not quite serious enough, but they're often not judgmental.

The wizard's role depends somewhat on their spell selection, but most wizards share certain similarities in function. They are among the most offensively minded of the spellcasting classes, with a broad range of options available for neutralizing enemies. Some wizards provide great support to their comrades by way of their spells, while others may focus on divination or other facets of wizardry.

(For setting and server specific familiar guidelines, please review: https://www.dragonsneck.com/wiki/Companions-and-Summons)

*Denotes modification from vanilla NWN.

Alignment Restriction: None

Hit Die: d8

Proficiencies: armor (robes), weapons (wizard)

Skill Points: 3 + INT Modifier

Class Skills: All Knowledges, Barter, Bluff, Concentration, Craft Trap, Decipher Script, Diplomacy, Heal, Intimidate, Perform, Sense Motive, Spellcraft, Taunt

Primary Saving Throws: Will

Base Attack Bonus: +1/2 Levels

Spellcasting: Arcane (spell failure from armor is a factor), intelligence-based (a base intelligence score of 10 + the spell's level is required to cast a spell, bonus spells are based on modified intelligence, and the intelligence modifier affects spell DCs), and requires preparation. Wizards begin the game knowing all cantrips and four three + intelligence modifier 1st-level spells.

Level Progression / Spells per Day

Scribe scroll, Weapon proficiency (wizard), Spell School Variant Ability, Learn Scroll
3/ 4
2nd+1+0+0+3Summon Familiar4/ 5
3rd+1+1+1+34/ 51
4th+2+1+1+44/ 62
5th+2+1+1+44/ 621
6th+3+2+2+5Wizard Bonus Feat4/ 632
7th+3+2+2+54/ 7321
8th+4+2+2+6Spell School Variant Ability4/ 7332
9th+4+3+3+64/ 74321
10th+5+3+3+7Arcane Artisan I4/ 74332
11th+5+3+3+74/ 744321
12th+5+4+4+8Wizard Bonus Feat4/ 744332
13th+5+4+4+84/ 7444321
14th+5+4+4+94/ 7444332
Spell School Variant Ability
4/ 74444321
16th+5+5+5+104/ 74444332
17th+5+5+5+104/ 744444321
18th+5+6+6+11Arcane Artisan II4/ 744444332
  • Wizards receive unlimited Damage Dealing Cantrips.
  • Familiars have been completely overhauled.
  • Wizard Specialist Variants significantly modified (See Below)
  • Arcane Artisan
    • The cost of crafting wands and scrolls is reduced by 20%. At level 18, this cost reduction increases to 40%
Wizard Specialist Variants
Spell SchoolAbilities/Bonuses
  • Level 1 - Force Blast: 1d10 + ½ Wizard’s class levels in Magic damage as a ranged touch attack. Requires a full round action. 3 minute cooldown.
  • Level 8 - Journeyman’s Recall: When activated, the next spell cast within 12 seconds has its use restored. Instant Cast, 1/day. (Only affects spells 1, 2 & 3)
  • Level 15 - Master’s Recall: When activated, the next spell cast within 12 seconds has its use restored. Instant Cast, 1/day (Only affects spells 4, 5 & 6)
  • Level 1 - Abjurer’s Aegis: Self-Cast. Adds 1 + ¼ Wizard level as Deflection Bonus to AC. Lasts 1 1 round + INT modifier. Instant cast. 5 minute cooldown.
  • Level 8 - Allay: May cast an instant cast Dispel Magic once per day.
  • Level 15 - Energy Absorption: Identical effect of Energy Buffer with a cap of 140hp. Usable once per day
  • Level 1 - Summoner’s Command: When activated, the next Summon spell the Conjurer casts will be 1 level (creature level, not summon level) higher. Usable once every 30 minutes.
  • Level 8 - Greater Convocation: When activated, the next Summon spell gains +2 to Constitution, +1 regeneration, +1 to AC and +1 to all saves.Usable once per hour.
  • Level 15 - Summoner's Will: Once/day you may activate a feat that allows the Wizard to summon two instances of their next Summon Creature effect. These summons have a base duration of 1 Round / Wizard Level and may be affected by Greater Convocation. This does not apply to any other forms of summoning (Familiar, Gate, etc.)
  • Level 1 - Diviner’s Fortune: +1 to AB & saves / 6 Wizard class levels. This ability lasts 1 round + INT modifier and can be used every 5 minutes. Requires a full round action. In addition, a Divination Wizard passively adds ¼ of their Wizard levels as a skill bonus to Sense Motive.
  • Level 8 - Scry Soul: Once per day, the Diviner may target another player and attempt to scry their true identity. You must succeed on a Concentration DC of 14 + the player’s level. If this is successful you learn their true identity, including whether or not they are disguised. If you fail the target will be alerted that someone has attempted to scry them but not whom. This ability requires a full round action and has a casting animation.
  • Level 15 - Secret Eye & Pierce the Veil:With Secret Eye, once per day the Diviner may enchant an item which can act as a beacon to the one who possesses it. If this ability is used on a different item, the older item effect is lost. The effect of this enchantment can also be removed by Dispel Magic/Greater Dispel Magic.
    • Once Secret Eye has been used on an item, using Pierce the Veil will allow you to know the location of the person who possesses it. This ability can be used once every hour.
  • Level 1 - Daze Bolt: If the enemy fails a Will save, a daze bolt causes the target to become dazed for 1 round + ¼ Wizard class levels, ignoring hit dice. This ability has a 3 minute cooldown.
  • Level 8 - Alluring Enchantments: Whenever the Enchanter successfully charms an enemy, there is a 10% chance the charm will affect all eligible enemies that would be affected by that charm in a 5 meter radius.
  • Level 15 - Dominating Charm: This feat enhances charm spells cast by the wizard. All charm spells will instead dominate the target. This does not affect enemies charmed by Alluring Enchantments.
  • Level 1 - Prismatic Barrage: Magic Missile-attack that deals 1d2 Magical, Fire, Acid, Cold and Electric (1d2 of each) Element. Requires a full round action. 25% Chance to be immediately useable again. This ability has a 3 minute cooldown.
  • Level 8 - Evoker’s Fury: Evocation Spells have a 10% Chance to Critical Hit, dealing 1.2x original damage.
  • Level 15 - Trance of Destruction: Evocation spells (and damage cantrips) have a 3% Chance to trigger Trance of Destruction. This trance enables the caster to cast their next Evocation spell (between spell levels 2 and 6) without consuming the spell slot.
  • Level 1 - Illusory Image: The Wizard creates an illusory clone of themselves (including the appearance of effects on the Wizard). The clone will mimic casting spells known by its creator, drawing the attention of nearby enemies but dealing no damage. The duration of the clone is 1 round + ¼ Wizard caster levels. This clone cannot interact with the environment, cannot trigger traps and has 100% Concealment. This ability is usable once an hour.
  • Level 8 - Simulacrum: This ability copies the appearance of the target onto the wizard, including their name. This spell grants no mechanical bonuses. Not usable on players. This ability lasts for 30 minutes. Masterful Illusion can be dispelled. Usable once per hour.
  • Level 15 - Vision of Awe: The Illusionist conjures an ethereal spectacle so incredible that it dazzles anyone in a 10 meter radius; both allies and enemies must succeed a DC 10 + ½ Wizard level + INT modifier save vs Will or be Confused for 3 rounds. Usable once per day.
  • Level 1 - Fetid Ray: This spell acts as a ranged touch attack, dealing 1d6 negative energy damage, targets who fail a Fortitude saving throw of DC 10 + INT Modifier + ½ caster’s Wizard levels become inflicted with Zombie Creep disease effect with no incubation period. This ability has a 5 minute cooldown.
  • Level 8 - Acolyte Necromancer: After activating this ability, the next undead you summon receives +2 to Strength and Constitution and +2 Regeneration. This ability can be used once every hour.
  • Level 15 - Deathly Embrace: Your undead summons spawn with Death Armor with a level 4 ECL for 1 rounds + ¼ Wizard’s caster level.
  • Level 1 - Abnormal Growth: The Wizard attempts to distort the target’s limbs in subtle ways by the power of the Weave, causing the target to suffer -1 AB / 6 Wizard caster levels, 10% spell failure / 6 Wizard caster levels. This is a ranged ability that can be used from 10 feet, with a DC of 10 + ½ Wizard caster levels + Int modififer vs Will. 3 minute cooldown.
  • Level 8 - Enhance Attributes: The Wizard can bestow either themselves or an ally +2 to all attributes and saving throws for 1 round + ¼ Wizard level. This ability has a 20 minute cooldown.
  • Level 15 - Body of Stone: Once per day as an instant action, the Transmutation wizard can encase themselves in stone. They gain DR 30/+3 as well as 100% damage immunity to Fire, Cold and Acid, however gain 25% damage vulnerability to Sonic and cannot move or act for 3 rounds.

Cantrips1st Level Spells2nd Level Spells3rd Level Spells4th Level Spells5th Level Spells6th Level Spells7th Level Spells8th Level Spells9th Level Spells
Acid splashBurning handsBalagarn's iron hornAnimate deadBestow curseBall lightningAcid fogBanishmentBigby's clenched fistBigby's crushing hand
DazeCharm personBlindness/deafnessClairaudience/clairvoyanceCharm monsterBigby's interposing handBigby's forceful handBigby's grasping handBlackstaffBlack blade of disaster
Electric joltColor sprayBull's strengthClarityConfusionCloudkillChain lightningControl undeadCreate Greater UndeadDominate monster
FlareEndure elementsCat's graceDispel magicContagionCone of coldCircle of deathDelayed blast fireballGreater planar bindingEnergy drain
LightExpeditious retreatCloud of bewildermentDisplacementElemental shieldDismissalEthereal visageFinger of deathGreater SanctuaryGate
Ray of frostGreaseCombustFind trapsEnervationDominate personFlesh to stoneGreat thunderclapHorrid wiltingGreater spell mantle
ResistanceHorizikaul's boomContinual flameFireballEvard's black tentaclesEnergy bufferGlobe of invulnerabilityMordenkainen's swordIncendiary cloudMeteor swarm
Mage HandIce daggerDarknessFlame arrowFearFeeblemindGreater dispellingPower word, stunMass blindness/deafnessMordenkainen's disjunction
IdentifyDeath armorGreater magic weaponIce stormFirebrandGreater spell breachPrismatic sprayMass charmPower word, kill
IrongutsEagle's splendorGust of windImproved invisibilityGreater shadow conjurationGreater stoneskinProtection from spellsMind blankShapechange
Mage armorBear's EnduranceHasteIsaac's lesser missile stormHold monsterIsaac's greater missile stormShadow shieldPremonitionConjure creature IX
Magic missileFlame weaponHold personLesser spell breachLesser mind blankLegend loreSpell mantleConjure creature VIIITime stop
Magic weaponFox's cunningInvisibility sphereMinor globe of invulnerabilityLesser planar bindingMass hasteConjure creature VIIScreenWail of the banshee
Negative energy rayGedlee's electric loopKeen edgePhantasmal killerLesser spell mantlePlanar bindingSunburstWeird
Protection from alignmentGhostly visageLightning boltPolymorph selfMestil's acid sheathShades
Ray of enfeeblementGhoul touchMagic circle against alignmentRemove blindness/deafnessMind fogStone to flesh
ScareInvisibilityMestil's acid breathRemove curseConjure creature VConjure creature VI
Shelgarn's persistent bladeKnockNegative energy burstShadow conjurationTrueseeingTenser's transformation
ShieldLesser dispelProtection from elementsStoneskinBreak EnchantmentUndeath to death
SleepMelf's acid arrowScintillating sphereConjure creature IVCreate undead
Conjure creature IOwl's wisdomSlowWall of fire
True strikeResist elementsStinking cloudAssay Resistance
Chill TouchScorching RayConjure creature IIIDimension Door
Cause FearSee invisibilityVampiric touch
Stone bones
Conjure creature II
Tasha's hideous laughter
Command Undead
False Life
Touch of Idiocy