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 Classes

Sorcerer

Sorcerers are arcane spellcasters who manipulate magic energy with imagination and talent rather than studious discipline. They have no books, no mentors, no theories—just raw power that they direct at will. Sorcerers know fewer spells than wizards do and acquire them more slowly, but they can cast individual spells more often and have no need to prepare their incantations ahead of time. Also unlike wizards, sorcerers cannot specialize in a school of magic. Since sorcerers gain their powers without undergoing the years of rigorous study that wizards go through, they have more time to learn fighting skills and are proficient with simple weapons. Charisma is very important for sorcerers; the higher their value in this ability, the higher the spell level they can cast.

Sorcerers seem to show up regularly as the central hero in fantasy novels; a young inexperienced servant/ stable hand/ sheepherder is really the last in a long line of magic users and has yet to tap their awesome magic potential. It is this innate potential that separates the Sorcerer from any other magic using class. All their ability comes from within and requires no study, no prayer or long hours of practice. Since their brainpower is not used in the acquiring of their magic ability they use their own awareness of self and their own confidence in their abilities to decide what their potential is- that is demonstrated in game terms through their Char.

  • Hit Die: d4
  • Proficiencies: All simple weapons. No armor or shields
  • Skill Points (x4 at 1st level): 2 + Intelligence Modifier
  • Spellcasting: Arcane (Charisma based, no need for memorization, armor-related chance of spell failure is a factor); Sorcerers begin the game knowing all cantrips

The Sorcerer's skills (and the key ability for each skill) are:

  • Concentration (Con)
  • Heal (Wis)
  • Lore (Int)
  • Spellcraft (Int)

Wizard/Sorcerer Spell List

Familiars

A Sorcerer gains a familiar at level 1. You do not have to have a familiar, but you can. At each level up you choose a new, more powerful Familiar. The same creature type can be chosen again if you wish to retain the same familiar, but the familia will still become more powerful.

Bat
The bat, or Night Hunter, is a magical creature capable of special attacks that can terrify the most stalwart of enemies.

Skills: Listen
Feats: none
Special:
Master Level
5: Damage Reduction 5/1, Fear Gaze 1x day
10: Damage Reduction 10/1, Fear Gaze 2x day
15: Fear Howl, 1x day
20: Fear Howl, 2x day


Panther
Panthers are strong cats that complement their master's magical ability with brute power.

Skills: Detect Traps, Search, Spot, Listen, Hide, Move Silently.
Feats: none.
Special: none


Hell Hound
This eerie dog is quick and eventually gains the ability to spew cones of flames from its crimson jaws.

Skills: Detect Traps, Search, Spot, Listen, Hide, Move Silently.
Feats: none.
Special:
Master Level
10: Cone of fire, 1x day.
20: Cone of fire, 2x day.


Imp
Imps are sneaky creatures, capable of using poison and magic against their opponents.

Skills: Detect Traps, Search, Spot, Listen, Hide, Move Silently.
Feats: none.
Special:
Master Level
1: Mild poison attack.
5: Invisiblity, 1x day.
10: Moderate poison attack.
15: Invisibility, 2x day.
20: Deadly poison attack.


Fire Mephit
Fire mephits can fling bolts of fire.

Skills: Detect Traps, Search, Spot, Listen, Hide, Move Silently.
Feats: none.
Special:
Master Level
1: Damage Reduction 5/1, fire bolt, 1x day.
5: Fire bolt, 2x day.
10: Fire bolt, 3x day.
15: Fire bolt, 4x day.
20: Fire bolt, 5x day.


Ice Mephit
Ice mephits can fling bolts of cold.

Skills: Detect Traps, Search, Spot, Listen, Hide, Move Silently.
Feats: none.
Special:
Master Level
1: Damage Reduction 5/1, cold bolt, 1x day.
5: Cold bolt, 2x day.
10: Cold bolt, 3x day.
15: Cold bolt, 4x day.
20: Cold bolt, 5x day.


Pixie
Pixies are sneaky and mischevious creatures, fond of disarming enemies and then disappearing when endangered.

Skills: Detect Traps, Search, Spot, Listen, Hide, Move Silently, Taunt, Open Locks, Disarm Trap
Feats: Skill Focus (Open Lock).
Special:
Master Level
5:Skill Focus (Disarm Trap), Invisibility, 1x day.
10: Invisibility, 2x day.
15: Invisibility, 3x day.
20: Invisibility, 4x day.


Raven
Ravens are sly tricksters, fond of snatching weapons from enemies flustered by their bitter taunts.

Skills: Detect Traps, Search, Spot, Listen, Hide, Move Silently, Taunt.
Feats: Toughness, Disarm, Skill Focus (Taunt).
Special: none

Class Packages

Default Sorcerer:
This sorcerer package has a variety of spells from different schools, giving it a more balanced spell portfolio than the other sorcerer packages.

Abjurer, Sorcerer:
The abjurer specializes in abjuration spells (spells that block, protect, or banish).

Conjurer, Sorcerer:
A conjurer uses his magic to summon forth creatures and materials.

Diviner, Sorcerer:
Diviners can foretell the future, a useful ability in combat as well as everyday life. Their spells concentrate on the revealing of information.

Enchanter, Sorcerer:
Enchanters focus on spells that imbue the recipient with some property or grant them power over another being.

Evoker, Sorcerer:
The evoker manipulates energy, usually for the purpose of harming enemies with deadly spells.

Illusionist, Sorcerer:
Illusionists wield their magic to alter perception.

Necromancer, Sorcerer:
The necromancer uses spells that manipulate, create, or destroy life.

Transmuter, Sorcerer:
The transmuter is proficient at manipulating and transforming himself and his environment, either physically or by modifying its properties in a subtle way.

Barbarian Druid Paladin Sorcerer
Bard Fighter Ranger Wizard
Cleric Monk Rogue