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Wizards are arcane spellcasters who depend on intensive study to create their magic. To wizards, magic is not a talent but a difficult, rewarding art. When they are prepared for battle, wizards can use their spells to devastating effect. When caught by surprise, they are vulnerable. The wizard's strength is her spells; everything else is secondary. She learns new spells as she experiments and grows in experience, and she can also learn them from other wizards. In addition, over time a wizard learns to manipulate her spells so they go farther, work better, or are improved in some other way. A wizard can call a familiar: a small, magical, animal companion that serves her. With a high Intelligence, wizards are capable of casting very high levels of spells.

Epic fantasy stories are never complete without the elderly spell caster who delves deep into forgotten tombs and welds spells of awesome power and might. These are the Wizards within the D&D world, subject to long hours of study but reaping untold benefits of power and knowledge through hard work. It requires patience and diligence to be a successful Wizard and it is not an easy road.

Since this form of magic use is based on careful study, that factor must be considered when creating a personality for your Wizard. Is he or she diligent, blasť or frustrated by the constant study and memorization. Why would someone put themselves through all the long hours of study?

Alignment is not a consideration so a character can be self-absorbed to a Paladin like commitment to all things good. All the player needs to consider is how the Wizard's power will be used.

  • Hit Die: d4
  • Proficiencies: Proficient with wizard weapons. No armor or shields
  • Skill Points (x4 at 1st level): 2 + Int Modifier
  • Spellcasting: Arcane (Intelligence based, requires memorization, armor-related chance of spell failure is a factor); Wizards begin the game knowing all cantrips and four 1st level spells.

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

  • Concentration (Con)
  • Heal (Wis)
  • Lore (Int)
  • Spell Craft (Int)

Wizard/Sorcerer Spell List


A Wizard 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.

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
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

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.
Master Level
10: Cone of fire, 1x day.
20: Cone of fire, 2x day.

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

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

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).
Master Level
5:Skill Focus (Disarm Trap), Invisibility, 1x day.
10: Invisibility, 2x day.
15: Invisibility, 3x day.
20: Invisibility, 4x day.

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

Generalist, Wizard:
Generalist wizards are able to prepare spells from any of the spell schools and have a broader sampling of spells than other packages.

Abjurer, Wizard:
The abjurer specializes in abjuration spells (spells that block, protect, or banish).
Prohibited School: Conjuration

Conjurer, Wizard:
A conjurer uses his magic to summon forth creatures and materials.
Prohibited School: Transmutation

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

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

Evoker, Wizard:
The evoker manipulates energy, usually for the purpose of harming enemies with deadly spells.
Prohibited School: Conjuration

Illusionist, Wizard:
Illusionists wield their magic to alter perception.
Prohibited School: Enchantment

Necromancer, Wizard:
The necromancer uses spells that manipulate, create, or destroy life.
Prohibited School: Divination

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

Barbarian Druid Paladin Sorcerer
Bard Fighter Ranger Wizard
Cleric Monk Rogue