Level 0 - Level 1 - Level 2 - Level 3 - Level 4
Level 5 - Level 6 - Level 7 - Level 8 - Level 9
Spells: A wizard casts arcane spells, which are drawn from the sorcerer/wizard spell list. A wizard must choose and prepare her spells ahead of time. To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level (Int 10 for 0-level spells, Int 11 for 1st-level spells. This spell school list is a quick reference of which sorcerer/wizard spells fall into which spell schools, broken down by spell level. The specialist wizards who are prohibited from each school are also noted. 1 Abjuration 2 Conjuration 3 Divination 4 Enchantment 5 Evocation 6 Illusion 7 Necromancy 8 Transmutation Abjuration spells can be cast by all wizards. Level 0 Resistance Level 1 Endure. 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. Neverwinter Nights 2: Mask of the Betrayer Walkthrough. He acts as something of a Sorcerer for divine spells, meaning that he has fewer spells available to him, but he can cast them more times. I went Human Wizard/Scholar of Candlekeep with Evocation spell focus. I'm hella squishy but it makes certain parts rather challenging (like the duel with Lorne). My current character is a Half-Elf Wizard/SoC as well, though without focusing on Evocation and I stomped Lorne in the ground with ease.
Level 1
Summon Creature I
Neverwinter Nights Wizard Spells
Caster Level(s): Bard 1, Cleric 1, Druid 1, Ranger 1, Wizard / Sorcerer 1
Innate Level: 1
School: Conjuration
Descriptor(s):
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Point
Duration: 24 Hours
Additional Counter Spells:
Save: None
Spell Resistance: No
Innate Level: 1
School: Conjuration
Descriptor(s):
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Point
Duration: 24 Hours
Additional Counter Spells:
Save: None
Spell Resistance: No
The caster summons a dire badger to be a faithful and loyal servant.
Grease
Caster Level(s): Bard 1, Druid 1, Ranger 1, Wizard / Sorcerer 1
Innate Level: 1
School: Conjuration
Descriptor(s):
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Medium
Duration: 2 Rounds + 1 / 3 Levels
Additional Counter Spells: Freedom of Movement
Save: Reflex
Spell Resistance: Yes
Innate Level: 1
School: Conjuration
Descriptor(s):
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Medium
Duration: 2 Rounds + 1 / 3 Levels
Additional Counter Spells: Freedom of Movement
Save: Reflex
Spell Resistance: Yes
A churning field of oil and grease fills the target area, causing all within to either fall down or move at a reduced speed.
Sleep
Caster Level(s): Bard 1, Druid 1, Ranger 2, Wizard / Sorcerer 1
Innate Level: 1
School: Enchantment
Descriptor(s): Mind-Affecting
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Huge
Duration: 3 Rounds + 1 / Caster Level
Additional Counter Spells: Clarity
Save: Will Negates
Spell Resistance: Yes
Innate Level: 1
School: Enchantment
Descriptor(s): Mind-Affecting
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Huge
Duration: 3 Rounds + 1 / Caster Level
Additional Counter Spells: Clarity
Save: Will Negates
Spell Resistance: Yes
Causes 4 + 1d4 HD of creatures to fall into a comatose slumber, beginning with those with the fewest HD. Creatures with 5 or more HD are unaffected.
Endure Elements
Caster Level(s): Cleric 1, Druid 1, Paladin 1, Wizard / Sorcerer 1
Innate Level: 2
School: Abjuration
Descriptor(s):
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: 24 Hours
Additional Counter Spells:
Save: Harmless
Spell Resistance: No
Innate Level: 2
School: Abjuration
Descriptor(s):
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: 24 Hours
Additional Counter Spells:
Save: Harmless
Spell Resistance: No
The target creature gains damage resistance 10/- against all elemental forms of damage. The spell ends after absorbing 20 points of damage from any single elemental type.
Protection from Alignment
Caster Level(s): Bard 1, Cleric 1, Paladin 1, Wizard / Sorcerer 1
Innate Level: 1
School: Abjuration
Descriptor(s):
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: 1 Hour / Level
Additional Counter Spells:
Save: Harmless
Spell Resistance: No
Innate Level: 1
School: Abjuration
Descriptor(s):
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: 1 Hour / Level
Additional Counter Spells:
Save: Harmless
Spell Resistance: No
When this spell is cast, the caster chooses a target to be protected from either good or evil. The target receives a +2 deflection bonus to Armor Class, +2 to all saving throws, and immunity to any mind-affecting spells and spell-like abilities used by creatures of the chosen alignment.
Scare
Caster Level(s): Bard 1, Cleric 1, Wizard / Sorcerer 1
Innate Level: 1
School: Necromancy
Descriptor(s): Fear, Mind-Affecting
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Single
Duration: 1d4 Rounds
Additional Counter Spells: Remove Fear
Save: Will Negates
Spell Resistance: Yes
Innate Level: 1
School: Necromancy
Descriptor(s): Fear, Mind-Affecting
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Single
Duration: 1d4 Rounds
Additional Counter Spells: Remove Fear
Save: Will Negates
Spell Resistance: Yes
A target creature with 5 Hit Dice or less is afflicted with fear and suffers a -2 morale check to attack, damage and saving rolls.
The dreamers screenplay pdf. Negative Energy Ray
Caster Level(s): Cleric 2, Wizard / Sorcerer 1
Innate Level: 1
School: Necromancy
Descriptor(s):
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Single
Duration: Instant
Additional Counter Spells:
Save: Will 1/2
Spell Resistance: Yes
Innate Level: 1
School: Necromancy
Descriptor(s):
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Single
Duration: Instant
Additional Counter Spells:
Save: Will 1/2
Spell Resistance: Yes
A ray of negative energy slams into the target creature, doing 1d6 points of damage. After level 1, the spell does an additional 1d6 points of damage for every 2 caster levels, to a maximum of 5d6 at level 9. Negative energy spells have a reverse effect on undead, healing instead of harming them.
Charm Person
Caster Level(s): Bard 1, Wizard / Sorcerer 1
Innate Level: 1
School: Enchantment
Descriptor(s): Mind-Affecting
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Single
Duration: 2 Rounds + 1 / 3 Levels
Additional Counter Spells: Clarity
Save: Will Negates
Spell Resistance: Yes
Innate Level: 1
School: Enchantment
Descriptor(s): Mind-Affecting
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Single
Duration: 2 Rounds + 1 / 3 Levels
Additional Counter Spells: Clarity
Save: Will Negates
Spell Resistance: Yes
In the eyes of the target humanoid, the personal reputation of the caster is improved by 50%.
Identify
Nwn2 Wizard Spells
Caster Level(s): Bard 1, Wizard / Sorcerer 1
Innate Level: 1
School: Divination
Descriptor(s):
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Personal
Duration: 2 Rounds
Additional Counter Spells:
Save: Harmless
Spell Resistance:
Innate Level: 1
School: Divination
Descriptor(s):
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Personal
Duration: 2 Rounds
Additional Counter Spells:
Save: Harmless
Spell Resistance:
Over the next two rounds, the caster gains a bonus of 10 +1 per caster level to their Lore skill.
Mage Armor
Caster Level(s): Wizard / Sorcerer 1
Innate Level: 1
School: Conjuration
Descriptor(s): Force
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: 1 Hour / Level
Additional Counter Spells:
Save: Harmless
Spell Resistance: No
Innate Level: 1
School: Conjuration
Descriptor(s): Force
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: 1 Hour / Level
Additional Counter Spells:
Save: Harmless
Spell Resistance: No
![Nwn2 Nwn2](https://vignette.wikia.nocookie.net/nwn2/images/6/6a/PHB35_PG46_WEB.jpg/revision/latest?cb=20051217040656)
The selected target gains the following bonuses to his AC: +1 natural armor, +1 dodge, +1 deflection, and +1 enhancement. The dodge bonus stacks with other dodge bonuses to AC, but the other bonuses do not stack with bonuses of the same type.
Burning Hands
Caster Level(s): Wizard / Sorcerer 1
Innate Level: 1
School: Transmutation
Descriptor(s): Fire
Component(s): Verbal, Somatic
Range: 30 ft
Area of Effect / Target: Spell Cone
Duration: Instant
Additional Counter Spells:
Save: Reflex 1/2
Spell Resistance: Yes
Innate Level: 1
School: Transmutation
Descriptor(s): Fire
Component(s): Verbal, Somatic
Range: 30 ft
Area of Effect / Target: Spell Cone
Duration: Instant
Additional Counter Spells:
Save: Reflex 1/2
Spell Resistance: Yes
A cone of fire shoots forth from the caster's hands, burning all those within its area of effect for 1d4 damage per caster level, up to a maximum of 5d4.
Color Spray
Caster Level(s): Wizard / Sorcerer 1
Innate Level: 1
School: Illusion
Descriptor(s): Mind-Affecting
Component(s): Verbal, Somatic
Range: Cone, 30ft
Area of Effect / Target: Spell Cone
Duration: Instant
Additional Counter Spells:
Save: Will Negates
Spell Resistance: Yes
Innate Level: 1
School: Illusion
Descriptor(s): Mind-Affecting
Component(s): Verbal, Somatic
Range: Cone, 30ft
Area of Effect / Target: Spell Cone
Duration: Instant
Additional Counter Spells:
Save: Will Negates
Spell Resistance: Yes
![Nwn2 Nwn2](https://vignette.wikia.nocookie.net/nwn2/images/9/9d/Ig_hu_eldath.png/revision/latest?cb=20110426130020)
Color Spray sends forth a dazzling array of lights to confound all creatures within the area of effect. Its effects vary according to the Hit Dice of the affected creatures:
1-2 HD: Sleep for 3 + 1d4 rounds
3-4 HD: Blinded for 2 + 1d4 rounds
Over 4 HD: Stunned for 1 + 1d4 round
1-2 HD: Sleep for 3 + 1d4 rounds
3-4 HD: Blinded for 2 + 1d4 rounds
Over 4 HD: Stunned for 1 + 1d4 round
Magic Missile
Caster Level(s): Wizard / Sorcerer 1
Innate Level: 1
School: Evocation
Descriptor(s): Force
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Single
Duration: Instant
Additional Counter Spells:
Save: None
Spell Resistance: Yes
Innate Level: 1
School: Evocation
Descriptor(s): Force
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Single
Duration: Instant
Additional Counter Spells:
Save: None
Spell Resistance: Yes
The caster creates a shimmering projectile of magical force that unerringly slams into a single selected target. After level 1, the spell creates 1 additional missile every two caster levels, to a maximum of 5 missiles at level 9. Magic missiles do 1D4+1 points of damage each.
Ray of Enfeeblement
Caster Level(s): Wizard / Sorcerer 1
Innate Level: 1
School: Necromancy
Descriptor(s): Death
Component(s): Somatic
Range: Short
Area of Effect / Target: Single
Duration: 1 Round / Level
Additional Counter Spells: Bull's Strength
Save: Fortitude Negates
Spell Resistance: Yes
Innate Level: 1
School: Necromancy
Descriptor(s): Death
Component(s): Somatic
Range: Short
Area of Effect / Target: Single
Duration: 1 Round / Level
Additional Counter Spells: Bull's Strength
Save: Fortitude Negates
Spell Resistance: Yes
The target creature takes 1d6 Strength damage, plus 1 per 2 caster levels, to a maximum of 11 damage.
Nwn2 Wizard Spell List 3
Nwn2 Best Wizard Spells
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