Wizard

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[The Astrolabe]

Wizard is a default base class with Arelith specific changes.


Introduction

Arelith Wizards enjoy many changes that benefit their summons and spellcasting. The Wild mage and Shadow Mage paths expand and change those options. Mechanical changes are included in the #Class Mechanics on this page and explained in the #Arelith Changes section. Base mechanics can be found on NWNWiki. The #Roleplay Tips section provides suggestions for character development.

Class Mechanics

Requirements

Alignment restrictions: none

Class Features

Hit die: d4

Proficiencies: armor (robes), weapons (wizard)

Skill points: 2 + int modifier ((2 + int modifier) * 4 at 1st level)

Class Skills: concentration, craft mastery, heal, lore, sail, spellcraft

Unavailable feats: weapon specialization

Bonus feats: arcane defense, brew potion, combat casting, craft wand, empower spell, extend spell, greater spell focus, greater spell penetration, maximize spell, quicken spell, silent spell, spell focus, spell penetration, still spell

Primary saving throw(s): will

Base attack bonus: +1/2 level

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 three + intelligence modifier 1st-level spells.

Level Progression

Hit points rolls on Arelith are always maximum.

  Base spells per day
Level BAB Fort Ref Will Feats HP 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 summon familiar, scribe scroll, weapon proficiency (wizard)
Specialists: Passive Bonus, Arcane Flux
4 3 1
2nd +1 +0 +0 +3 8 4* 2
3rd +1 +1 +1 +3 12 4* 2 1
4th +2 +1 +1 +4 16 4* 3 2
5th +2 +1 +1 +4 wizard bonus feat 20 4* 3 2 1
6th +3 +2 +2 +5 24 4* 3 3 2
7th +3 +2 +2 +5 28 4* 4 3 2 1
8th +4 +2 +2 +6 32 4* 4 3 3 2
9th +4 +3 +3 +6 36 4* 4 4 3 2 1
10th +5 +3 +3 +7 wizard bonus feat
Specialists: Arcane Defense
40 4* 4 4 3 3 2
11th +5 +3 +3 +7 44 4* 4 4 4 3 2 1
12th +6/+1 +4 +4 +8 48 4* 4 4 4 3 3 2
13th +6/+1 +4 +4 +8 52 4* 4 4 4 4 3 2 1
14th +7/+2 +4 +4 +9 56 4* 4 4 4 4 3 3 2
15th +7/+2 +5 +5 +9 wizard bonus feat
Specialists: Signature Spell
60 4* 4 4 4 4 4 3 2 1
16th +8/+3 +5 +5 +10 64 4* 4 4 4 4 4 3 3 2
17th +8/+3 +5 +5 +10 68 4* 4 4 4 4 4 4 3 2 1
18th +9/+4 +6 +6 +11 72 4* 4 4 4 4 4 4 3 3 2
19th +9/+4 +6 +6 +11 76 4* 4 4 4 4 4 4 4 3 3
20th +10/+5 +6 +6 +12 wizard bonus feat 80 4* 4 4 4 4 4 4 4 4 4

* Note: Cantrips on Arelith have been customized to allow infinite casting

Spells

See Category:Wizard_Spells for a list of all spells by category.

 
Cantrips 1st level spells 2nd level spells
 
3rd level spells 4th level spells 5th level spells
 
6th level spells 7th level spells 8th level spells
 
9th level spells Epic spells

Epic Wizard

Bonus feats: The epic wizard gains a bonus feat every three levels after 20th. In other words, at levels 23, 26, and 29.

Epic bonus feats: automatic quicken spell, automatic silent spell, automatic still spell, epic spell focus, epic spell penetration, Epic Spell: Dragon Knight, Epic Spell: Epic Mage Armor, Epic Spell: Greater Ruin, Epic Spell: Hellball, Epic Spell: Mummy Dust, Epic Spell: Planar Conduit, great intelligence, improved combat casting

Unavailable epic feats: epic weapon specialization, outsider shape, construct shape, dragon shape, undead shape

Level Feats HP
21st Extra Caster Level 84
22nd 88
23rd bonus feat 92
24th 96
25th 100
26th bonus feat 104
27th 108
28th 112
29th bonus feat 116
30th 120

Arelith Changes

Change Level Description
Class skills - Wizards on Arelith gain access to Sail as class skills.
Bonus Language - Draconic.
Spell changes - For specifics, see Category:Wizard_Spells.
Arcane Flux -
Type of feat: Spellsword Class, Wizard Class, Sorcerer Class, Wild Mage Class
Automatically granted by: Spellsword 1, Wizard 1, Sorcerer 1, Wild Mage 1
Required for: None
Specifics: A Spellsword's Elemental Strikes or a Wizard's cantrips have a chance to activate the Arcane Flux effect on the caster. When activated, Arcane Flux will replenish the next hostile spell cast via the Spellsword or Wizard spellbook. Dispels and spell breaches are exempt. The current Arcane Flux effect status can be displayed via the -cooldown command. Works on "hostile" spells only, see Arcane Flux for a full list. Spellsword: Arcane Flux will randomly trigger when using Elemental Strike or Elemental Maelstrom. The chance is 10% for non-critical Elemental Strikes and 20% for Elemental Maelstroms and critical Elemental Strikes. There is an internal cooldown to prevent the effect from triggering more than once every couple rounds. Wizard: Casting a wizard cantrip has a 10% chance to activate Arcane Flux. For Generalist Wizards, this chance increases to 15%. Sorcerer: Casting a cantrip has a 10% chance to activate Arcane Flux. Wild Mages have a 5% chance to activate Arcane Flux.
Use: Automatic
Summoning Changes - For specifics, read Summoning Changes which details how summons are changed on Arelith and Summons which details each specific summon stream and what is summoned at each tier of the stream.
Spellbook - Can save and load Spellbooks through the Crafting Skills menu. Special Abilities > Crafting Skills > Choose "Spellbooks" from the menu.
Spell components - Requires spell components (made with Alchemy or Art Crafting) to cast spells greater than level 6. Level 7 spells cost 1. Level 8 spells cost 2. Level 9 spells cost 3.
Inficasting -
The Greater Spell Foci of every school that they take, additionally to the normal effects that they grant, will unlock a spell which the sorcerer, spellsword or wizard may cast freely and without limit as a special ability, that works identically as a spell casted from their spellbooks. Cannot be targeted at fixtures.
To cast the spells, look for them in your radial menu of abilities. The subclasses and paths also benefit from this effect.
These spells are lost if they are interrupted, but they can be refreshed by casting another infispell.
Familiar - Familiar changes and notes.
Spellbound Wands - Qualifying wizards can apply metamagic to spellbound Wands.
Extra Caster Level 21 At level 21, Wizards gain +3 Caster level, scaling down towards 30.
Wizards at level 28 gains Caster level towards Dispels proportionate to the caster level scale down.
Wizard Level CL Bonus CL vs Dispel
21 3 0
22 3 0
23 3 0
24 3 0
25 3 0
26 3 0
27 3 0
28 2 1
29 1 2
30 0 3

Paths


For the Wild Mage path, see Wild mage.

For the Shadow Mage path, see Shadow Mage.

Generalist

  • At wizard level 21, generalists receive the feat Spell Clutch with 30 minute cooldown. This ability resets on rest as well.
  • Spell clutch is a free action feat that resets all level 1 and 2 spells.

Specialists

Though specialist spellcasters tend to be regarded simply as wizards by the world at large (and treated accordingly), a distinction is frequently placed upon illusionists (prized for their ability to entertain), diviners (sought after for the secret information that is their stock in trade), and necromancers (feared for their sinister powers). Though specialist wizards all have the same general chance of obtaining patrons, a specialist’s focus usually causes her to seek out opportunities geared toward her area of expertise.

Specialists can't cast spells, epic spells or use spellbound wands of spells from their opposed school but receive the following benefits.

  • At Wizard level 1, specialists receive a thematic, passive bonus related to their school of choice.
  • At Wizard level 10, specialists receive Arcane Defense against their chosen school for free.
  • At Wizard level 15, specialists receive a “signature spell” of their chosen school. They can cast this spell on a 3-minute cooldown.
  • At Wizard level 21, specialists can use Arcane Flux for all wizard spells of their chosen school, rather than just hostile ones.
  • Additional benefits from Greater and Epic Spell Focus (ESF benefits require 21 Levels in Wizard)
  • Each respective school specialists will automatically empower metamagics on their respective cantrips depending on what the cantrips do.
  • Example:
  • Daze's 1d4 psy dmg is automatically empowered by Enchantment Specialists
  • Resistance can absorbs 1.5x more damage for Abjuration Specialists.
  • Bestow Wound is automatically empowered regardless of frightened for Necromancy Specialists, it is both empowered and maximized if target is frightened.

Abjuration (Opposed by Conjuration)

  • Passive bonus:
  • Gains +1 Breach resistance at level 20 and a level 28.
  • Counts as having one tier higher feat for the purpose of Shield spell Force DR

Conjuration (Opposed by Transmutation)

  • Passive bonus: summon tier increase (works like Animal domain; GSF will provide stat bonuses rather than further increasing summon tier)
  • Signature spell: Acid Fog and Cloudkill
  • GSF bonus:
  • No chance of hostile summons w/ alignment divergence
  • Summons gain 15 + (Wizard Level/2) Spell Resistance
  • ESF bonus:
  • 10 + (3 * Wizard Level)% chance to summon a Monolith Elemental with Summon Creature IX;
  • Summons gain Haste
  • 5 + Wizard Level % chance to create two Tier 6 summons with epic spell: Planar Conduit instead of one

Divination (Opposed by Illusion)

  • Passive bonus:
  • Gives bonuses to cheating or detect cheaters.
  • The truesight effect of the True Seeing spell lasts 1 round longer (total of 2 rounds base, and 4 rounds with extended)
  • Spell Foci of 1/2/4 are added afterwards (i.e. an extend TS cast by a diviner is 8 rounds long)
  • Signature spell: True Seeing and Feeblemind
  • GSF bonus: Clairaudience/clairvoyance duration increases to turns per level
  • ESF bonus:
  • Optional 240 second (4 minute) scrying duration
  • scrying harder to detect for other diviners
  • Premonition grants +7 DR (instead of normal +5)
  • Need also epic wizard levels.

Enchantment (Opposed by Illusion)

  • Passive bonus: bonus to dominated creatures similar to summon scaling based on spell foci
  • Signature spell: Good Hope and Crushing Despair
  • GSF bonus: Dominate Person/Monster duration increases to hours per level
  • ESF bonus:
  • Crushing Despair gains 2 + 1 per 10 levels for a debuff
  • Good Hope becomes:
  • 2 + 1 per 15 base Leadership ranks to skills/saves (max 4)
  • +1 AB/Damage per 15 base Leadership ranks ranks (max 2)

Evocation (Opposed by Conjuration)

  • Passive bonus: IGMS can hit single targets with up to 11 missiles instead of 10 and does 21 total instead of 20 // IMS can hit up to 11 instead of 10.
  • Signature spell: Isaac's Greater Missile Storm and Bigby's Forceful Hand
  • GSF bonus: +1 to Evocation spell DCs
  • ESF bonus: Evocation spells no longer consume spell components

Illusion (Opposed by Enchantment)

  • Passive bonus:
  • Bluff/Perform bonus equal to Wizard level/3
  • Gives bonuses to cheating.
  • Signature spell: Phantasmal Killer and Illusory Fall
  • GSF bonus: Can mimic a single stat even without skill investment. Also gains a +10 bonus to all hidden skill checks related to mimicking abilities. (Does not apply to disguises.)
  • ESF bonus:
  • Invisibility spell duration extended (can’t stack with meta magic)*
  • Improved invisibility gains +1% Concealment per CL after 25, max 5% at 30 for a total of 55%.

* (LAST CONFIRMED: 07/22/2024) As of testing, an Illusion Specialist with ESF: Illusion will cast Invisibility for 10rds/level. Contrary to the above, it CAN be Extended again. This becomes a 30-minute duration when cast at CL 30, and a 60-minute duration when extended. They will cast Improved Invisibility's "invisibility" component for 10rds/lvl, and its "concealment" component for 20rds/lvl. This can also be extended for a 60-minute Invisibility and 120-minute Concealment duration when cast at CL 30.

Necromancy (opposed by Divination)

  • Passive bonus:
  • +2 to Undead Caster Level
  • Circle of Death scales as Pale Master (HD Cap = Caster Level if > 9)
  • Necromancy summon stat bonuses double what regular GSF provides
  • Summons gain 15 + (Wizard Level/2) Spell Resistance
  • ESF bonus: 5 + Wizard Level % chance to create two Dread Mummies with Mummy Dust instead of one

Transmutation (Opposed by Conjuration)

  • Passive bonus: animal spells are automatically maximized
  • Signature spell: Tenser's Transformation (lasts 3 rounds longer) and Flesh to Stone
  • GSF bonus: +1 to all animal spells (allowing for a reliable +8 with ESF, no metamagic required)
  • ESF bonus: Tenser's Transformation additional effects:
    • +1 AB per 10 Wizard levels
    • +1 to Strength and Dexterity
      • Allows for +12 bonus from just animal spells + Tenser's
    • Maximized bonus HP roll

Roleplay Tips

(Please, note that these are all "Roleplay Tips". Nothing of this is mechanically enforced on Arelith in any way and will not give you any mechanical advantages. Only additional nice roleplay if you choose to try it.)

Origins of Wizards

Wizards are magical spellcasters that do their work through the language of magic. A wizard requires access to that language, and records of that language to do her work. The practice of wizardry is sometimes deeply ingrained in the culture of a race, such as the elves or gnomes, and sometimes taken from other races, as in the human adoption of Elven, Draconic and Infernal spells. Wizards are the people whom wish to tap this power, and are willing to dedicate time and a great amount of work to the practice. Anyone interested in the grand, sweeping history of wizardly magic in Faerun can contact me individually. If I get enough requests, I’ll write up a history.

Spells

The concept of a “spell” needs to be clarified. Spells are not raw magic. The term for that phenomena is “spellfire”, and that’s a whole ‘nother can of worms. Spells are a collection of words and gestures that are stored as a sort of ‘paragraph’ in the wizard’s memory. Some of them require their words to be spoken aloud, some require a non-verbal language of symbols to be used. Very often, it’s all three.

When not in the wizard’s memory, spells are recorded in the wizard’s spellbook. The spellbook is a vital component of the wizard’s casting, as knowledge of spells, the medium by which they harness arcane energy, is obliterated from their memory as they use the spell. They’ll certainly be able to remember which spell they cast, as they have seen its effects for themselves, but the actual –method- of that spell becomes unknown without consulting their spellbook. A wizard deprived of their spellbook will only know the magic in their memory, and if they do not use that magic to re-scribe those spells, they will lose knowledge of those spells altogether until they find another scroll or spellbook to copy them from. When playing your wizard, always remember that a wizard is always slightly emotional about their spellbook. It’s a representation of often decades of study, and an entire life’s work. Threatening the wizard’s spellbook, or, gods-forbid, destroying it altogether, would be counted as a threat of the highest caliber.

It should be noted that spells, when cast, are not the entire spell being cast in a one-round period. It’s actually the completion of a far more arcane and elaborate process, the majority of the spell was cast often the night before, after meditative preparation and preliminary casting. This is to bring the magic to readiness for when the wizard is prepared to use it. This is not true for sorcerers. Make that distinction. Wizards are dedicated, focused individuals.

Becoming a Wizard

(Please, note that these are all "Roleplay Tips". Nothing of this is mechanically enforced on Arelith in any way and will not give you any mechanical advantages. Only additional nice roleplay if you choose to try it.)

Wizards are almost always apprenticed. The logistics of this are clear-cut. Nobody ‘stumbles’ onto wizardry, figures it out on their own by waving their hands around and chanting. No spellbook? No spells. To write a spellbook, the wizard needs access to prior training in how to write in the often bewildering series of languages that composes wizard spells, along with a steady hand to properly transcribe glyphs and the like, and the steel-clad memory in order to keep the exact shape of those glyphs in one’s head. Therein: if someone wants to learn how to do this, they go to someone who knows what they’re doing.

Apprenticeships are very often slow, difficult and moderately dangerous for the apprentice. The wizards they’re working with are often absorbed in their own research, very old, and extremely intelligent. The fact that they’ve been working with arcane magic for years and have survived also indicates that they’re fairly cautious. Often people wishing to achieve higher levels of power rapidly get fed up with the tedious pace of arcane education.

The unique master-apprentice relationship between wizards is a fascinating source of role-playing potential. These are two people, likely both highly introverted and intellectually active, whom come together to learn the same thing. One to understand the basics and beg spells off their master, and the other to have a younger, more capable apprentice to aid in their research. Of course, these relationships could be harsher, non-consensual or outright unpleasant, the apprentice biding their time for years, simply because they want the payoff. It’s often a highly passive-aggressive environment, one despising the other for his power, and the other despising their apprentice for their youth, and eventual inheritance of all their magic.

Of course, just because wizards are almost always apprenticed doesn’t mean I won’t speak of the exceptions. I would ask that people think long and hard about their character concept before choosing the following path, however, as it’s an extreme example, and similarly as extremely rare. On occasion, wizards find magic. This person is a genius, they’ve seen mages, and the work they do. They’ve seen how they do things, they’ve read magical scrolls, they’ve noticed the patterns, and they’ve pieced it all together themselves. These highly unusual individuals tend to be extremely focused, academically active and passive. She’ll have insight beyond what is usual for a member of their species into the methods of magic in their world. Maybe they’ll have come across magical scrolls, or spellbooks, or simply been raised in a highly intellectually active environment. Whatever does it, they know magic. And you hear about these people. Gentlemen like Melf and Tenser, you see, are these secondary ‘observation wizards’.

Being a Wizard

The grand majority of wizards spend some portion of their life adventuring. This is either overtly, where they throw in for a cause, or join an adventuring party in order to seek out new magic or some other personal goal, or subversively, where they simply work in the vicinity of danger, and the danger comes to them. After all, who doesn’t want to loot the wizard’s home? Wizards are not used to ‘roughing it’, and thereby prefer to have a steady source of income and a comfortable place to live. Those that travel will often bring accommodations along or memorize spells that will make their journey easier. They will often take consulting positions or advisory positions, given how well-read they tend to be.

Wizards actually have some tendencies in their alignment, similarly to sorcerers and rogues being chaotic, and Fighters being lawful. Wizards actually lean slightly towards lawful and evil. Let me explain this: the law part makes perfect sense. A life spent studying and discovering the strict rules that govern the world and the arcane energy within it, then putting those rules into practice every day of your life can make you a reasonable, focused individual. You’ll gain an appreciation for ‘the rules’, and a keen belief that order is power, as in your life: it is.

Evil, however, is something less frequently understood in the concept of arcane magic. Wizards are rarely saints, or even decent people. These are people that have only been worrying about themselves for the majority of their life, whom spend eight waking hours every two days absorbed with themselves, and whom have an almost fundamentally unfair power over their world. Power does corrupt, and wizards will often find that their power gives them a frequent disregard for the sanctity of other living things. Furthermore, the fact that the majority of them can be grappled and killed in two rounds by any rogue of equal level worth their salt makes them paranoid and isolationist. The presence of rival wizards seeking to know their secrets, and indeed, their own desire for rival wizards’ secrets will often cause them to cloister themselves away behind magical protections and become close to no-one, in defense of their life’s work. These are not the attributes of a ‘good’ individual.

"Guilds"

A bizarre, and extremely modern occurrence in Faerun is the existence of wizarding ‘guilds’. Despite the misleading ‘mages guild’ name, sorcerers will not frequently join these institutions, as they benefit far less from the moderating influence of oversight and peers in their work.

These wizards frequently gather together to ‘check’ each other, and make certain that magic in a local vicinity is not abused or misused, given that no mage wants to be the target of a rogue wizard’s sudden assault on their home. The intimidation factor of such consolidated power is often enough to discourage overtly violent mages from freelancing in the guild’s sphere of influence. These institutions, unlike the individual mage, lean toward neutrality, as they accept the majority of supplicants simply to keep them under their watch.

Two most influential old magical guilds on Arelith being Arcane tower on surface and the Sorcere in the Underdark.


External Links

Information about default NWN class are available on NWNWiki.