NeverWinter Nights

NeverWinter Nights

16.10.2013 14:25:22
Wizard Guide
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-< NEVERWINTER NIGHTS >-

WIZARD GUIDE (Ver 1.01)

BY: Troy McLaughlan
t_mclaughlan@hotmail.com

Copyright 2002 Troy McLaughlan

December 3, 2002

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This FAQ has been made by Troy McLaughlan

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This guide is based on NeverWinter Nights Version 1.24 using the default
rules.

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Last version of this FAQ can always be found at:

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* http://www.sorcerers.net/index.shtml
* http://DLH.Net

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*****
INDEX
*****

1- HISTORY
2- REASONS TO CHOOSE A WIZARD
3- WIZARD CREATION
A) RACE
B) ALIGNMENT
C) ABILITIES
D) SKILLS
E) FEATS
F) FAMILIAR
G) SPECIALIZATION
4- HENCHMEN
5- SPELLS
6- EQUIPMENT
7- MULTICLASSING
8- CLASS VS CLASS
9- SOLOING TIPS
10- TIPS AND TRICKS


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***********
1- HISTORY
***********

* Ver 0.99: First version. (November 25,2002)

* Ver 1.02: (December 3, 2002) Corrected some errors (Thanks Garec)
More tips, included stats in the list of spells, and added some
multiplayer tips. Grammar and spelling errors were also
corrected.

After looking at the various wizard and Sorcerer FAQs I began to feel
like
there was a prejudice against the Wizard class in favor of the Sorcerer.
Many
people feel that the Sorcerer is superior because of the number of extra
spells
they can cast versus the Wizard. Having played both types I can tell you
that
there is a definite difference between the two, but I dn't consider one
better
than the other. I think that an adequately prepared Wizard can beat a
Sorcerer
of the same level with the same items and vice versa. This FAQ was created
to
help people who want to play a wizard and get the most out of the class.

Because I will be approaching this FAQ from a Wizards viewpoint I will be
emphasizing the Wizards strengths and weaknesses versus other classes
including
the Sorcerer. However, keep in mind that, IMO, any class can beat any other
class given the right conditions.


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*****************************
2- REASONS TO CHOOSE A WIZARD
*****************************

Many people think that a Wizard and Sorcerer are practically the same
thing, but they are very wrong. Sorcerer players play to kill as quickly as
possible with an emphasis on their direct-damage spells. A sorcerer can
only
know 4-5 low level spells per spell-level, 4 middle level spells per
spell-level, and 3 high level spells per spell-level, so they need to choose
a
few defensive spells and focus on the direct damage spells to win. On the
other hand, a Wizard can memorize a few less spells than a Sorcerer, but
have a
much wider variety to choose from each time they rest. Therefore a wizards
strategy is to use this variety of spells to his advantage.

One strategy a wizard may use is to have their familiar examine a battle
area
first to find out what monsters are in it and then rest to memorize the
right
spells needed kill them all quickly and efficiently.

Another strategy is to know a variety of spells in each spell level so the
wizard can deal with nearly any circumstance in an emergency. If a sorcerer
that knows mostly fire spells enters a battle against fire giants he will
most
likely have to make hit a run attacks to dispatch them. A wizard can enter
the
same battle and use mostly cold and magic spells to kill them.

This tends to make a wizard more strategic and versatile in battle versus
the
brute force and hit and run tactics that sorcerers generally use.

A wizard can also choose to specialize in a particular school of magic. A
specialist wizard is kind of a cross between a general wizard and a
Sorcerer.
Basically you get more spells to cast but you are prevented from memorizing
spells from an opposing school of magic. You also can't cast the spells of
an
opposing school of magic from scrolls so just sell them if you find any
during
the game. The school of magic a Wizard chooses to specialize in becomes the
first feat a specialist wizard learns. By doing so the wizard will gain 1
extra spell slot per spell level. The wizard also gains a +2 bonus to spell
save DC against an opponent for spells cast from the school. This makes it
harder for opponents to resist those spells. But remember the disadvantage
is
that the wizard can't memorize and cast spells from an opposing set school
of
magic. A specialist wizard also has a lower ability (-5) to counterspell
spells from the opposing school. Given the extra spell per level and the
added
power it is defiantly worth considering if you want to be a powerful if
somewhat limited Wizard.

Note: you can only choose to specialize at character creation. You can't
decide later in the game that you want to specialize in a school of magic so
consider your options carefully. To help you make this decision I am
listing
all the schools of magic and some recommendations based on playing a
specialist
wizard in the WIZARD CREATION area.

In multiplayer Wizards usually play the role of casting magic buffs on other
players within their group and casting specific high level damage spells
against opponents. Think of a wizard as a magic version of a cleric. A
wizard
doesn't use magic to heal but rather makes the players within his group
stronger with magic buffs and enchantments. The wizard also gives the group
some added magic firepower tuned to a specific need. Wizards also are used
by
the group as a scholar to identify any items found due to their high
intelligence and lore skills. With the large number of spells available to
a
Wizard they can also make great counterspellers versus other enemy mages. A
multiplayer group will commonly consist of a Wizard and a Sorcerer. The
sorcerer for brute magic power and the wizard for special circumstances and
magic buffs.

Here are some advantages and disadvantages of Wizards versus Sorcerers.

***** Sorcerers advantages versus a generalist wizard

Spells
1 more level 1,2,3,4,5 spells
2 more level 6,7,8,9 spells

Charisma
Spells based on charisma score so it is easier to get side quests and
persuade NPC characters. 2 henchman items that you can receive will
increase
the charisma score.

***** Sorcerers advantages versus a specialist wizard

Spells
1 more level 6,7,8,9 spells

Charisma
Spells based on charisma score so it is easier to get side quests and
persuade NPC characters. 2 henchman items that you can receive will
increase
the charisma score.


***** Wizard advantages versus a Sorcerer

Spells
Sorcerer can only cast
5 types of level 1, 2 spells
4 types of level 3, 4, 5 spells
3 types of level 6, 7, 8, 9 spells

Wizards can memorize and cast any spell in their spell book

Wizards get to memorize a higher level spell one class level earlier.
For
example a Wizard can memorize a level 3 spell at class level 5 while a
sorcerer
must wait till level 6 to learn it. A very useful feat when you are trying
to
solo in the early stages of the game.

Feats
Wizards get 4 more Metamagic feats

Skills
Spells based on Intelligence score so a wizard will get more skill
points

Races
An Elf or Gnome wizard does not suffer an XP penalty for multiclassing

If you are going to be a Wizard remember you can cast any spell so you need
to
know what every single spell can do and when to use it.

If you are going to be a Sorcerer you need to know what spells will get you
the
most mileage. You will only know a few spells from each level so make your
choice very carefully.


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******************
3- WIZARD CREATION
******************

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A) RACE
*******

* ELF: IMO the best race for a wizard. You get some cool bonuses (sleep
immunity, a +2 DEX bonus (great for longbows and crossbows), hardiness vs
enchantment spells, weapon bonuses (Bows, Longsword, Rapier), search always
on,
keen senses, low light vision...) and don't forget that a Wizard is an Elves
favored class in case you want multiclassing with no XP penalty. You have a
-2
penalty to CON stat but you can easily beef it up to CON 10 (+0) so no real
loss. Besides a wizard should never put himself in melee combat a lot.
With
all these bonuses you can solo without fear of traps and even take out a
lower
monster or two in melee that happens to get past your spells. By going solo
you level up much much quicker. This is IMO the only race for a wizard that
can solo effectively at the lower levels.

* GNOME: Great race, with lots of spell casting potential and lots of
bonuses.
+2 CON can give a few extra HP and upgrade Fortitude saving throws, a thing
that wizards and sorcerers usually have need of, small stature will make
gnomes
harder to hit, and spell focus in Illusion for bonuses to casting and
stopping
illusion spells - gnomes start automatically with Illusion. A -2 STR
penalty
is not a problem for a Wizard. Again you can beef it up but why when you're
not going to engage melee combat. Wizard is gnome's favored class so again
multiclassing with no XP penalty. One minor note: gnomes can't wield large
weapons so no longbows.

* HUMAN: Good choice for a wizard. No race penalties and two nice race
bonuses: 1 extra skill point per level and 1 extra feat at 1st level

* HALF-ELF: Well, they're not humans and they're not elves. They have no
stat
bonuses or penalties but the abilities they gain are more suited to the
rogue-oriented class than a mage. Could be an interesting spellcaster,
though.

* HALFLING: Think Frodo from the Lord Of The Rings. If you still don't know
who Frodo is then you should probably choose a different game. Much better
rogues than mages as rogues are their favored class and their special
abilites are geared more towards stealth.

* DWARF: Dwarven Wizard? Don't even be tempted by the idea of a melee
fighting
Wizard. A dwarf will always wield an axe better than a spellbook.

* HALF-ORC: In one word NO. NO spell casting bonuses, NO intelligence bonus
(instead you get -2 penalty), NO dexterity bonus. If you really want huge
challenge then go for it.


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B) ALIGNMENT
************

Alignment is supposed to help you make decisions on how your character
should act (role-play) when given a choice during the game. For example you
would not expect a Good aligned cleric to indiscriminately kill towns people
any more that you would expect an Evil rogue to do a side quest for free.
Although this attribute is not set in stone and good aligned characters can
commit evil acts, each action you take can affect this score. If your
Alignment score gets too far out of range then your character will not be
able
to go to the next level (level up) when he gets enough experience. It is
therefore, a good idea to keep a eye on this score and make corrections to
it
if necessary.

Alignment is broken up in to two main categories with 3 levels in each.

Good/Evil Law/Chaos
********* *********
Good Lawful
Neutral Neutral
Evil Chaotic

As of this writing I could not get the Law/Chaos Alignment to change no
matter what I did so your actions do not appear to have any affect on this
part of the Alignment score.

Your actions can change your Good/Evil Alignment score. Most actions do not
appear to have any affect at all on this score and those that do will only
sway this 3-5 points in either direction. I was, however, able to get
drastic jumps of 9 points in both directions. It can depend heavily on the
circumstances and NPC character your interacting with. Some examples are,
completing evil or good side quests, bribing NPCs, not accepting rewards for
completed side quests, indiscriminate killing of towns people, threatening
NPCs... If you find your Alignment score is out of position try doing
actions that will reposition your score to the one you chose.

Your alignment will also affect the Planar Binding spells. More
specifically
what creature you can summon.

Lesser Planar Binding
Good Lantern Archon
Neutral Red Slaad
Evil Imp

Planar Binding
Good Hound archon
Neutral Green Slaad
Evil Succubus

Greater Planar Binding
Good Celestial Avenger
Neutral Death Slaad
Evil Vrock

Most players think the Celestial Avenger is the best summoned creature for
the Greater Planar Binding spell so you may want to take this into
consideration.

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C) ABILITIES
************

INT (intelligence) is the most important ability for a wizard. Your INT
affects what spells you can cast and how powerful they are. Any bonus
points
over the amount need to cast the spell are used to counter the spell
resistance
of your opponent. Say you have a base INT score of 20 and a +3 int magic
item
and a +2 bonus from a fox cunning spell. When you cast a level 9 spell the
remaining 6 points are factored into overcoming your opponents spell
resistance. (20 - 10 - 9 = 1 + 3 + 2 = 6) Basically you want to max this
out to keep your spells from being resisted. Remember a Wizards power is in
his
spells. Do everything you can to make your spells more powerful. Leave the
melee fighting to the professionals. Try not to have ability penalties in
key
areas if you can avoid them.

Here are some examples:

Str Dex Con Int Wis Cha Character Concept
12 12 14 16 10 10 Balanced Spellcaster (A good all-round mage)
8 12 14 18 10 8 Pure Spellcaster (90 lbs Powercaster)
8 15 15 16 10 8 Defensive Spellcaster (Dodge, Dodge, Dodge)
10 12 14 15 12 12 Rogue, Monk Caster (Good for Multi-class)

There are lots of ways to design a Wizard, but the above list should be
enough
to get you started.

I wouldn't recommend Multi-classing though because IMO the Wizard doesn’t
make
a particularly strong multi-class character. With spells being the life
blood
of a wizard every level in a different class equals spell power lost. A
level
of Rogue or Monk may be useful for the added feats.

I'll make some recommendations here:

* STR (Strength): Not very important for a Wizard. The only thing you gain
is more lifting power to carry loot from chests and a small melee bonus. It
is useful for certain types of magic bows but I wouldn't go above 12. There
are Bags of Holding that can make your loot weightless and, as I have said
so many times before, a wizard should not engage in melee fighting anyway so
don't be afraid to lower this to 8 and have a -1 penalty to add more points
to INT and gain more power for your spells. You'll just have to get used to
casting Bulls
Strength on yourself until you find an item to give you a STR bonus.

* DEX (Dexterity): Important. Allows you to raise your AC a little against
any bolts, arrows, or ranged touch attacks. It also helps your attack with
crossbows longbows and shortbows. Always look for better bows to take
advantage of it. You may want to raise it to at least 13 to take advantage
of the Point Blank Shot and Rapid Shot feats. These feats will be a big
help in taking out the monsters that make it through your spells and give
you some long range hitting power so you don't have to waste a spell.

* CON (Constitution): 1d4 hit points per level can make it very difficult
for a Mage to survive solo. If your going to try to solo drop some extra
points here (12-15) to make your life a little easier. This should allow
you to survive at least 2 hits before dying. CON also allows you to get
some bonuses on Fortitude Saves. This type of saving throw is where a Wizard
is the weakest. Poison attacks from spiders will drive you crazy if this is
too low. Also adds a bonus to concentration (a vital skill for a wizard).

* INT (Intelligence): THE MOST IMPORTANT ABILITY for a Wizard needs. Throw
as many points here as you can spare. Have at least 14 or you won't have
the points later on to memorize 9 level spells. 16-17 is pretty decent
while 18 will max this out. The more points you have here the harder your
spells are to resist. The more points you have here the more bonus skill
points you get as well so when you level so you can chose some non class
skills. This stat should be your main focus for placing extra points at
levels 4-8-12-16-20.

* WIS (Wisdom): This really only serves 2 purposes. 1- it increases Will
saves but Wizards have good will saves even without bonuses. 2- It helps
you with your heal skill with healing kits. Unless, at the beginning of the
game, you don't mind constantly running back to a Cleric to heal, you should
keep this at 10.

* CHA (Charisma): If there was a ever a place to take points from it would
be this. For a wizard in NWN this stat serves only a few minor purposes and
that is 1- to persuade NPCs to get side quests, 2- to get added information
from them and 3- get a bigger reward. No bad really but, it is just too
easy to increase this stat artificially by using the Eagles Splendor spell
and one of many magic items in the game. You can get two of these from some
henchman as reward for helping them during your main quest. When I played I
was able to get virtually every side quest doing this and I had a CHA of 8.
Just cast the spell and keep asking If the NPC won't give you the quest or
info the first time and get used to NPC calling you ugly. By the middle of
the game you should be very rich so a little less coin isn't going to hurt
you. I personally don't think a wizard should be pretty anyway.


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D) SKILLS
*********

A Wizard, with his +INT skill bonus will get more bonus points than any
other class. They don't have many class specific skills so you can invest
the
extra points in other skills and still max out your class specific skills.
This can make for some interesting combinations.

**** The most important skills are:

* CONCENTRATION [CON]: No question about it. Max it out. This skill allows
you
to continue casting a spell even if your hit during the casting process.
That way if a melee fighter gets a hit to connect you can still finish the
spell and clobber him. May help against archers as well.

* HEAL [WIS]: Don't max this one even though it is a class specific skill.
This will allow you to use a medical kit to heal large amounts of damage and
cure poison and disease. A single medical kit can restore up to 30 or more
points per use! Normally you can always heal 20 points with this skill, so
with 5 skill points you will heal 25+ damage on each use. 10 points will
allow you to cure most poisons and diseases. The cost of a medical kit is
very cheap and you will find lots of them in the game.

* LORE [INT]: Get it high but it's not necessary to max this one. This
skill
allows you to freely identify magical items. It does save you a lot of gold
at
the beginning of the game so get it high initially. There are a ton of
magic
items and potions to help increase this skill. You can also use the
Identify
spell to increase it. If an item still lists as unidentified when you
examine
it then this can only mean that the item is so incredibly powerful that you
should run to the closest shop to have it identified.

* SPELLCRAFT [INT]: Two words... MAX it. Wizards are very good at
counter-spelling opponents, so you better know which spells you can counter
at
all costs. This skills allows you to know what spell is being cast by an
enemy
mage and gives you a chance to counterspell it. As a bonus per every 5
skill
points in this skill, you get a +1 to ALL spell saving throws.

**** Some good places to put bonus skill points are:

Remember that NON-CLASS specific skills cost twice as many skill points to
increase the skill up one point.

* DISARM TRAPS [INT]: I think that every wizard should put at least one
point
here right at the start of the game. With just one point you will be able
to
disarm the vast majority of the traps right up to Chapter 3. Examine a trap
if
it doesn't disarm the first time. You gain a bonus if you examine a trap
before you disarm it. Note: Only rogues can disable traps with a DC of 35
of
higher so there will be a few you can't get past. Here is a trick for
disabling the traps you can't disarm. Cast a Summon Creature I spell on top
of the trap and watch the badger set it off. Yes its cruel but it only
costs 1
first level spell. There are a few chests you won't be able to disarm. In
those cases use your familiar to trigger the trap or bash it open with
arrows.
You will need a lot of arrows so be patient. If that fails try the knock
spell.

* SEARCH [INT]: Good skill to place some extra points. Helps You find
traps.
You won't be as good as a Rogue but with the INT bonus you will be better
than
the other classes. Of course you can always leave this task to your
familiar
(Panther, Fairy...) so you can concentrate on disarming.

* SET TRAP [DEX]: Nice skill for ambushes and you only need a few points
here
to set good traps. I personally like to use this skill when there are a
bunch
of low level monsters in a room. Just set the trap and then fire an arrow
at
the middle of the mob and wait. One decent trap can kill 1-3 low level
monsters and damage many more. A row of traps in a hallway can kill the
bigger ones. Great skill for soloing because it helps you save your spells
for
the realy tough monsters.

* HIDE [DEX]: OK skill when you are out of spells. This skill allows you to
hide from enemies. Can be of some help if you choose to solo early on in
the
game when you don't have a lot of spells. Also helps if you need to resort
to
hit and run tactics to kill a tough monster. Basically cast a few spells
then
run and hide, rest, repeat.

* MOVE SILENTLY [DEX]: OK skill. Use this mostly to get a good first ranged
attack or spell off. You get a bonus to your attack if you do this without
being spotted. You will also loose your enemies quicker with this skill if
you
need to get away. Use it in combination with the hide skill to make good
hit
and run attacks.

* SPOT [WIS]: OK skill. Helps you spot distant or hidden enemies. Great
for
spotting enemies before they see you. Allows you to know what your up
against
and get the first attack off.

* LISTEN [WIS]: OK skill. Works like spot except you can sometimes detect a
monster through a wall or door.

* PERSUADE [CHA]: IF you have extra points and you can't put them anywhere
else
AND you don't have a 8 base score in charisma then put them here. This
skill
allows you to have NPC's give you optional quests and better rewards for
quests
completed.


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E) FEATS
********

Feats are innate abilities to your character. There are no ranks or
progression. You either have the feat or you don't. Feats are what
distinguish a Wizard from a Sorcerer. Wizards get 4 more feats than
Sorcerer.
This lets the wizard specialize by allowing him to cast more of his spells
at
full power or longer duration. Many of the non-magical feats also work
pretty
well with a wizard. There are magic items that can grant added feats while
they are worn. A wizard can choose 11 feats during the game.

**** Some of the must have feats are:

* MAXIMIZE SPELL: Far and away the most useful meta-magic feat. Allows you
to
cast your spells at full power. This feat will transform your mid-level
damage
spells into awesome spells of mass destruction. For example a Flame Arrow
spell
will hit for 120 dmg or 60 dmg against a successful reflex save. A Maxed
Cone of Cold does 120 dmg. Requires you to cast your spells 3 slots higher
so a level 6 spell becomes a level 9 spell. You begin to use this later
when your at level 12 or higher.

* SPELL FOCUS: You want to take Spell Focus in a school of magic that has a
lot spells that require saving throws. Begin with Evocation for direct
damage spells. Next take Necromancy for its death spells (lethal to mages)
and then maybe Abjuration (for countering mages with dispell magic and Spell
Breach). Also consider the Illusion school (Shadow Spells for fighting
mages and Weird for battling fighters) and the Enchantment school (Mind
spells). You get a +2 bonus against spell saving throws plus the bonus from
the spellcraft skill in the chosen schools. Enemies get -2 penalty to
saving throws against the spells from these schools. The bonus may not seem
like a big deal until later in the game when the monsters will have a very
high saving throws and every point will count. Only apply spell focus to
each spell school one time as the effects don't stack.

* SPELL PENETRATION: A must have spell feat. You might think that a +2
bonus
isn't that big of a deal, but all adds up. This feat is invaluable in that
you
get a +2 added to EVERY spell you cast to beat an opponents spell
resistance.
A wizard would be foolhardy to not take this feat.

* EXTEND SPELL: Very useful at mid levels for doubling the duration of
buffing
/enhancing spells. A simple Enhanced Bulls Strength cast at level 3 will
last
18 hours or until your next rest. Requires you to cast your spells 1 slot
higher so a level 2 spell becomes a level 3 spell.

* EMPOWER SPELL: Useful spell feat for direct damage spells and protective
spells like Spell Mantle. Gives you a 50% increase in your spell rolls
(number
of targets, damage, etc.) except for duration. Requires you to cast your
spells
2 slots higher so a level 7 spell becomes a level 9 spell.

* COMBAT CASTING: This feat is very difficult to decide if its a must have
feat
because it is so crucial to a wizards survival early on, but it then loses
its
importance when you get to the upper levels. The feat enables you to cast a
spell at close range and not lose the spell if your hit while casting.
Without this feat you get a -4 to all concentration skill checks when
engaged
in melee combat. If your hit with anything, even a stray arrow, at the
early
levels you will loose your concentration and the spell will be lost. With
concentration being your primary skill, it will be very rare for you to miss
a
Concentration check at level 16 - 20 if concentration is maxed. If you
chose
to try and solo you may want this feat to survive the early levels. You can
solo without it and hope for a magic item early on to increase your
concentration score but, you will need to focus on hit and run tactics and
save
often to survive. Even if you don't solo this feat will save you early on
and
may even protect you when your fighting a high level fighter at the later
levels. So if you die because you couldn't get a spell off and you didn't
take
this feat you can't say you were not warned.

**** Some feats to consider are:

* SILENT SPELL: The only real reason I even consider Silent Spell is for
battling Bards and Clerics in multiplayer. When you get this feat, always -
I
mean ALWAYS - keep a Dispel Magic with this feat memorized. The first time
you
get your but handed to you on a silver platter by some lower level Bard
because
they cast a SILENCE spell you will understand why this feat is important in
multiplayer. You will NEVER use this during the single player game but you
just never know when a Bard or Cleric will cast Silence, Deafness, etc... so
better be safe than sorry in multiplayer. If you don't take this feat and
you
plan to play online be prepared to run. Requires you to cast your spells 1
slot higher so a level 3 spell becomes a level 4 spell.

* GREATER FORTITUDE: Nice feat. Helps a wizard where he is weakest; to
overcome Fortitude based spells, poison, and diseases. This feat combined
with
a magic item can be a life saver in the spider infested areas of the game.
You
can also count on running into spider pets from other mages during
multiplayer.
Adds an extra +2 to Fortitude saves.

* THOUGHNESS: Nice feat early on. Gives you 1 extra hit point per level
retroactively. So if you take this at level 3 you get 3 hit points plus one
more each time you level up. I think this a better feat to take earlier
when
you only have 5-7 hit points than later when you have 100 - 150. The extra
hit
points can make all the difference. Early in the game a single stray arrow
after a fight can kill you. Just 1 or 2 hit points will let you survive to
run
away or cast a spell. Later on you will also appreciate the bonus hit
points
after a long and grueling battle. Gives a max of 20 permanent hit points.

* POINT BLANK SHOT: Good feat when used in concert with the Rapid Shot feet
and
a Haste spell. Take this feat if you want to be more skilled with your bow.
A
couple of ordinary arrows can have the same effect as a magic missile spell.
There are a lot of great arrows types out there that do additional damage as
well. Use your bow to take out an opponent who has been weakened and save
some
spells for another target. Also makes it easier for a wizard to survive
melee
combat when he is out of spells. This feat avoids the -4 penalty to attack
rolls for using missile weapons in close combat and grants a +1 to Attack
Roll
and Damage for using missile weapons (i.e. bows) within 15' of the target
creature.

* RAPID SHOT: Good feat when used in concert with the Haste spell. The
Point
Blank Shot feat and a DEX of at least 13 are required. Same as above. Use
it
with your bow to take out weakened opponents quickly without resorting to
spells. A Wizard with this feat takes an extra attack per round when using
a
bow (doesn't work with crossbows), but all attacks made that round are at -2
to
Attack Rolls. This feat works well for wizards because it helps him
conserve
spells and lets him attack at range where he is safer. Wizards can also
afford
the 2 feats needed because of the 4 extra bonus feats as compared to
Sorcerers.

* QUICKEN SPELL: Ok feat. Quickened spells can not be countered and they
give you one more spell attack for that round. Some people really like this
feat because they can cast a spell instantly if they have the feat. This
might be a better feat for sorcerers who have a few extra spells to spend on
it. For Wizards I can't recommend this feat because of the high cost of
using it. It Requires you to cast your spells 4, thats right, 4 slots
higher so a level 5 spell becomes a level 9 spell. The only real use I can
see for this spell is to get a quick Improved Invisibility spell off to save
you from getting killed. Could also use it to get a quick Flame Arrow off
but I would much rather have the Maxed version instead.

* STILL SPELL: Iffy. You can cast spells while wearing armor without any
penalties but you need to get the armor feat first and it just isn't worth
it to wear armor. Requires you to cast your spells 1 slot higher so a level
3 spell becomes a level 4 spell.

* IRON WILL: Iffy. May save you from an instant death spell but wizards
should
have a big enough will save to not need this. There are also lots of magic
items that improve this save. Gives you a +2 bonus to your Will saves.

* LIGHTNING REFLEXES: Iffy. May save you from some of the effects of a
magic arrow or better your chances at surviving a Fireball spell. There are
also lots of magic items that improve this save. Gives you a +2 bonus to
your reflex saves.


*******************************************************************************
F) FAMILIAR
***********

This is an important choice to make when you play in multiplayer because
it
gives you one more member for you group. The familiar can play the role of
support fighter, rogue, or scout if your party doesn't have one. It can
also
substitute for a member if he gets killed or is otherwise incapacitated. I
personally never used a familiar during the single player game for 4
reasons:

1- If your familiar dies you lose 1d6 hit points. Let me put it this way, a
second level Wizard with 6 hit points that lets his familiar die could DIE
as
well. They work better when your wizard is at a higher level and has more
hit
points so he can survive if his familiar dies.

2- Your familiar will level up as you do so you don't get any bonus
experience
points for having him fight with you like you would with a Summon Creature
I.
In fact you will lose some because experience is based on the number and
average level of your party. So it will take longer to level up if you have
your familiar fight with you. You can get around this by unsummoning your
familiar before the monster dies so only you get credit for the kill, but
this
is only practical when your alone facing one boss monster.

3- If you choose Elf as your race and configure his skills correctly then a
wizard doesn't need one except as a meat shield.

4- The higher your level is the better treasure you get. You can level up
much
faster without one if you solo.

With that said here are the familiars:

* PANTHER, HELL HOUND: These are the best familiars for a wizard as they
provide a good meat shield and decent melee attacks. They can also spot
traps
so they are better overall than the Imp, Fire Mephit, Ice Mephit, Raven and
Bat. The larger size will, however, make them easier to spot. Despite this
they still make great scouts. The panthers higher hit points, high sneak
attack bonus, evasion, and uncanny dodge 5 feats make it the best attacker
of the two. The panther is really the only familiar that can dish out
damage at a decent rate. The Hell Hound gets a cone of fire attack at level
10 and 2 of them at level 20. His standard attacks will also do more
damage, due to an added fire bonus on each attack, than the standard attacks
of the panther (excluding sneak attacks). The Hell Hound is also the better
scout due to his dark vision feat. All things considered I would still give
the edge to the Panther as the best familiar for a wizard. To get the most
out of them in a fight use them to attack from behind where you can take
advantage of their special bonus attacks on an occupied opponent. If you
need to use them as a frontline fighters then cast plenty of buffs (Bull
Strength, Cats Grace, Stoneskin ...) before the fight starts to keep them
alive longer.

* PIXIE: Better than the Imp, Fire Mephit, Ice Mephit, and Raven and Bat in
many ways. She can find the traps AND disarm them! A great little rogue.
If you possess her she (you) can cast the Improved Invisibility spell on
your wizard or members of your party. She has poor fighting skills so don't
keep her anywhere near a battle or she will die quickly. The only thing
keep her from being a top choice is the irritating twinkling noise she
makes. Its OK for the first few minutes, even a little entertaining, but
the noise will rapidly get on your nerves. If you can stand the noise she
makes then she is the most practical familiar for her skills. You can also
use her to trigger/unlock treasure chests you can't bash open. She even has
a sneak attack that she can use if you can keep the monster busy.

* RAVEN, ICE MEPHIT, FIRE MEPHIT, IMP: Use their dark vision feat to scout
ahead in dungeons, caves, and other dark areas for danger. You can possess
the
familiar to take control of it. They can all find traps but not disarm
them,
you will have to do that when you get to them. Imps can cast the
Invisibility spell. The Raven has a disarm weapon and taunt feat but they
rarely work. The Imp, Fire Mephit, and Ice Mephit are better at fighting
than the Raven and Bat but are by no means tanks so keep them all away from
the front line.

* BAT : Use this one for scouting in caves and other dark areas where you
can
get the most out of his Listen skill. His fear spells work well against
weak
to mid level monsters. Overall not a very useful familiar.


*******************************************************************************
G) SPECIALIZATION
*****************

Ok, you still can't decide if you want to be a Wizard or a Sorcerer.
Fortunately there is a middle of the road spellcaster called the Specialist
Wizard. More spell choices and feats than a Sorcerer. More spells than a
Wizard. So what’s the catch? Well if you want to be a Specialist Wizard
you
will have to give up a group of spells to memorize and cast. All
Wizard/Sorcerer spells are organized into schools each with a pool of
spells.
When you specialize in a school there is a prohibited school that you can't
memorize spells from. You can't even cast spells from the prohibited school
using scrolls. The most important thing to decide when choosing to be a
Specialist Wizard is what spells you can live without. Your spell school of
choice will become your first or 0 level feat. A Spell Focus feat.
Here is a list of all the spells organized into their schools:

Abjuration - Prohibited school: Conjuration
(0) Resistance; (1) Endure Elements, Protection from Alignment; (2) Lesser
Dispel, Resist Elements; (3) Dispel Magic, Magic Circle against Alignment,
Protection from Elements; (4) Lesser Spell Breach, Minor Globe of
Invulnerability, Remove Curse, Stoneskin; (5) Dismissal, Energy Buffer,
Lesser
Mind Blank, Lesser Spell Mantle; (6) Globe of Invulnerability, Greater
Dispelling, Greater Spell Breach; (7) Spell Mantle; (8) Mind Blank; (9)
Greater
Spell Mantle, Mordenkainen's Disjunction

Conjuration - Prohibited school: Transmutation
(0) Ray of Frost; (1) Grease, Mage Armor, Summon Creature I; (2) Melf's Acid
Arrow, Summon Creature II, Web; (3) Flame Arrow, Stinking Cloud, Summon
Creature III; (4) Evard's Black Tentacles, Summon Creature IV; (5)
Cloudkill,
Lesser Planar Binding, Summon Creature V; (6) Acid Fog, Planar Binding,
Summon
Creature VI; (7) Summon Creature VII; (8) Greater Planar Binding, Summon
Creature VIII; (9) Gate, Summon Creature IX

Divination - Prohibited school: Illusion
(1) Identify; (2) See Invisibility; (3) Clairaudience & Clairvoyance, Find
Traps; (4) Remove Blindness & Deafness; (5) Feeblemind; (6) Legend Lore,
True
Seeing; (7) Power Word Stun; (8) Premonition; (9) Power Word Kill

Enchantment - Prohibited school: Illusion
(0) Daze; (1) Charm Person, Sleep; (2) Blindness & Deafness; (3) Hold
Person;
(4) Charm Monster, Confusion; (5) Dominate Monster, Hold Monster, Mind Fog;
(6)
Mass Haste; (7) Protection from Spells; (8) Mass Charm; (9) Dominate Monster

Evocation - Prohibited school: Conjuration
(0) Light; (1) Magic Missile; (2) Darkness; (3) Fireball, Lightning Bolt;
(4)
Elemental Shield, Ice Storm, Wall of Fire; (5) Cone of Cold; (6) Chain
Lightning; (7) Delayed Blast Fireball, Prismatic Spray; (8) Incendiary
Cloud;
(9) Meteor Swarm

Illusion - Prohibited school: Enchantment
(1) Color Spray; (2) Ghostly Visage, Invisibility; (3) Invisibility Sphere;
(4)
Improved Invisibility, Phantasmal Killer, Shadow Conjuration; (5) Greater
Shadow Conjuration; (6) Ethereal Visage, Shades; (7) Shadow Shield; (8) Mass
Blind & Deafness; (9) Weird

Necromancy - Prohibited school: Divination
(1) Negative Energy Ray, Ray of Enfeeblement, Scare; (2) Ghoul Touch; (3)
Clarity, Negative Energy Burst, Vampiric Touch; (4) Contagion, Enervation,
Fear; (5) Animate Dead; (6) Circle of Death; (7) Control Undead, Finger of
Death; (8) Create Undead, Horrid Wilting; (9) Energy Drain, Wail of the
Banshee

Transmutation - Prohibited school: Conjuration
(1) Burning Hands; (2) Bull's Strength, Cat's Grace, Eagle Splendor, Endure,
Fox's Cunning, Knock, Owl's Wisdom, Ultravision; (3) Haste, Slow; (4) Bestow
Curse, Polymorph Self; (6) Greater Stoneskin, Tenser's Transformation; (7)
Mordenkainen's Sword; (9) Shapechange, Time Stop

Study this list and the list of spells that I cover in SPELLS to help
you
decide what school to specialize in. With the automatic Spell Focus feat in
the school you choose you are making it harder for an enemy to resist your
spells cast from that school. Choose a school with a lot of spells that
need
saves against them like Evocation, Enchantment, Necromancy, or Illusion.

With Specialization, remember to focus on what you are losing.
Abjuration,
Evocation, and Transmutation specialists lose all the Conjuration spells, so
no
Summons spells, Melf's, Web, Acid Fog or Cloudkill. Necromancers lose all
Divination spells, so no Identify, See Invisibility, Feeblemind,
Premonition,
or Power Word Kill. Illusionists lose Enchantment, so no Holds, Charms,
Mind
Fog, Mass Haste, Protection from Spells, or Dominates. Divination and
Enchantment specialists lose Illusions, so no Color Spray, Invisibilities,
Phantasmal Killer, Shadow Shield or Weird. Conjurers lose Transmutation, so
no
attribute boosters, Haste, Tenser's Transformation, or Time Stop.

This is just a sample of the spells each specialist wizard must give up
for
taking a school. IMO the ability to cast an extra spell per spell level is
probably well worth the losses.

One more thing to consider; a specialist wizard suffers a -5 penalty
when
trying to counter spell a spell from a prohibited school.

My school of choice was the Illusion school. I chose it mainly for the
prohibited school Enchantment. I'm just not a big fan of using a spell to
hold
or charm an enemy. Your going to have to kill him anyway so I would rather
use
a spell that will damage or kill my opponent than charm him. IMO Spell
Mantle
is a better spell than Protection from Spells so the only notable spell I
was
losing was Mass Haste. BTW Mass Haste is a huge multiplayer spell so be
prepared to do some explaining when you join a party. I also never used any
of
the Enchantment spells when I was a generalist Wizard playing the single
player
campaigns. If you chose elf as your race you also get a +2 bonus to
resisting
Enchantment spells so elves make great Illusionists.

*******************************************************************************

***********
4- HENCHMEN
***********

My first time through the game as a wizard I used a henchman for a while
just to get used to the class and to test how beneficial each henchman was
to a
Wizard. IMO you can solo without one if you plan your character right. It
will defiantly be much harder but you will gain more experience and level
faster than by having one with you. Your first time through the game as a
wizard you should get one, at least until your at level 7 and you can cast a
level 4 spell. This will give you a chance to make a few mistakes and not
pay
for them with your life. At level 7 a wizard begins to get powerful enough
to
go it alone in the single player campaign without a lot of help.

So here they are. The best idea is to find a henchman that compliments
your wizards skills. I'll list them in the order of my preference.


* GRIMGNAW - Combat Type (Monk): I hate to admit it but this guy was
actually
my favorite henchman. He is pure fury in a bottle with an attitude to boot.
I
have seen him connect with 40+ criticals and put a monster away with one
hit.
Probably the best melee fighting henchman in the game. You may have trouble
with his king of death attitude (it is way overly done), and his rather
grisly
side quests. Beware, this guy loves trouble and frequently took off at the
first sight of any opponent. Several times I had to rush into battle
unprepared just to save him when he took off. If you need some heavy
hitting
power, and what wizard doesn't, then Grimgnaw is your choice. Make sure to
buff him at all times with Bull Strength, Cats Grace, Owls Wisdom... to help
keep him alive longer.

- PROS:
*Heavy damage per round. This guy is a pure tank.
*Anybody attacking him will be wide open for a spell or a sneak
attack
from your familiar.
*Great for clearing entire rooms while you raid the treasure chests

- CONS:
*No spells or special abilities
*Poor at will saves
*His attitude can make your stomach queasy
*Will rush into a fight at any time so be prepared
*You will need to detect and disarm traps

* DALEAN RED TIGER - Combat Type (Barbarian): I expected a unruly, blood
thirsty orc; but this guy is a priest with Conans body. Easily the most
likable character with a tragic past. You will quickly get a soft spot for
Dalean. He is like a little lost puppy that transforms into a vicious great
dane when there is trouble and then back to a puppy when the coast is clear.
However make no mistake about it, this guy can really dish out some solid
hits. I think he is the best fighter at combating multiple opponents and
keeping them
away from you. A great henchman for a wizard. I had to actually force
myself
to get another one. Make sure to buff him at all times with Bull Strength,
Cats Grace, Owls Wisdom... to help keep him alive longer.

- PROS:
*Solid damage per round. Probably the best fighter for taking on
more
than one opponent.
*Anybody attacking him will be wide open for a spell or a sneak
attack
from your familiar.
*Charming personality. Makes you want to fight along side and talk
with him.

- CONS:
*No spells or special abilities
*Poor at will save spells
*Vulnerable to Fireball and other elemental attacks
*You will need to detect and disarm traps

* LINU LA'NERAL - Caster Type (Cleric): Lovely voice, absent minded
demeanor.
She has a hilarious past and is worth taking with you just to listen to it.
Some of the comments she repeats do get a little annoying though. Great
healer
and will do wonders with undead attackers. She is kind of a half-warrior
but
she doesn't do a lot of heavy hitting until later in the game. Be prepared
to
dish out a lot of direct damage spells. You may want to summon a panther
familiar for some added muscle. Make sure to buff your familiar or yourself
at
all times with Bull Strength, Cats Grace, Mage Armor... to help stay alive.
Not a good choice for a henchman for a Wizard until you get to level 5 and
can
cast a level 3 spell. She works great on the undead areas though.

- PROS:
*Great healing spells
*Great for the large number undead areas
*Hilarious story
*Autodetect traps

- CONS:
*Not a frontline fighter
*You will need to do a lot of the damage
*You will need to disarm the traps
*You will need to open locked chests
*You may want to summon a panther familiar for some added muscle.

* BODDYKNOCK GLINCKLE - Caster Type (Sorcerer): Think of Spock in Sorcerers
robes and you have Boddyknock Glinckle. His story was interesting but not
nearly as entertaining as Linus. So what happens when you get two spell
casters together for an adventure? Pure fireworks. Boddyknock has a lot of
direct damage spells, unfortunately he doesn't use them very well and he
seems
to be better at buffing you then letting loose a Fireball spell. Our
battles
with other monsters seemed to vary with Boddyknock casting a lot of direct
damage spells one time and lots of buffs the next. May have something to do
with my location to a monster compared to his. When it works well, it's
very
cool with some nice looking effects. One irritating thing he would do,
however, is to cast Knock spells every time I went over to a locked treasure
chest, effectively wasting a spell. Just like a wizard he is a poor melee
fighter so take your opponents down at a distance with your best spells and
never get into a melee battle. Not a good choice for a henchman for a
Wizard
until you get to level 7 and can cast a level 4 spell but worth it when you
do
just to see two spellcasters laying down some serious smack. Boddyknock
also
has a VERY good magic item that he gives you if you help him complete his
side
quest. The magic item will also boost your charisma score so you can afford
to
keep it low.

- PROS:
*Great spell caster
*Worth traveling with just to see all the direct damage spells
*The magic item in his side quest is very nice for a Wizard

- CONS:
*Very weak frontline fighter
*Inconsistent choice of spells in battle
*You will need to detect and disarm traps
*You will need to rest a lot to recharge your spells

* SHARWYN - Rogue Type (Bard): Sensual voice, flirtatious demeanor. I'm
sure
she will be the favorite henchman of every teenage boy. Basically she a
hottie, but I never really cared for her story as it was neither tragic nor
entertaining. A kind of broken love story. She uses ranged attacks mostly
so
try and do most of your damage at a distance. Serviceable healer and
spellcaster. You will want to summon a panther familiar for some added
muscle.
Make sure to buff your familiar, yourself, and her at all times with Bull
Strength, Cats Grace, Mage Armor... to help stay alive. She is probably the
worst henchman for a Wizard BUT if you complete her side quest you get a
magic
item that will help your charisma score. Not a good choice for a henchman
as a
Wizard until you get to level 7 and can cast a level 4 spell. I could
almost
see her pouty lips as I left her for another henchman.

- PROS:
*If your low on charisma then the magic item you get might be worth
traveling with her
*Decent healer
*Decent spellcaster
*Range attacker

- CONS:
*Not a frontline fighter
*You will need to do most of the damage
*You will need to detect and disarm traps
*You need to summon a panther familiar for some added muscle.

- TOMI 'GRIN' UNDERGALLOWS - Rogue Type (Rogue): I never liked Tomi so I
spent
the least amount of time with him. He seemed to much like juvenile
delinquent. If you listen to his story you get the impression that he will
turn on you at
any time so I always kept a close eye on him. He has a decent list of
skills
and is probably the most versatile henchman out there but his voice and his
attitude irritated me about as much as the Pixie familiars twinkling. Hmmm.
Well maybe not that much. Still if you don't want to spend points to disarm
traps and open doors and chests with spells then he is your man. He is not
a
fighter by any stretch but he can do a good deal of sneak attack damage when
he gets the chance. You will want to summon a panther familiar for some
added
muscle. Make sure to buff your familiar, yourself, and him at all times
with
Bull Strength, Cats Grace, Mage Armor... to help stay alive. Not a good
choice
for a henchman as a Wizard until you get to level 7 and can cast a level 4
spell.

- PROS:
*Detects and disarms traps
*Opens locked doors and chests
*Can do sneak attacks

- CONS:
*Weak frontline fighter
*You will need to do most of the damage
*You need to summon a panther familiar for some added muscle

*******************************************************************************

*********
5- SPELLS
*********

Ok here is a list of spells for a wizard. I don't include every spell
so
this is not an exhaustive list but I have all of the useful ones. I also
have
some spells to avoid so you don't waste a spell. If you are going to be a
specialist wizard study this list closely especially the level 6, 7, 8, and
9
spells.


**************
LEVEL 0 SPELLS
**************
The only useful spell here is resistance. It was the only one I used during
the game. Unfortunately its effects don't stack if you cast it twice.
Memorize 2 or 3 of the resistance spells because it's effects doesn't last
very long.

**** DAZE : (Enchantment)
Range : Long
Area of Effect / Target : Single
Duration : 2 Rounds
Additional Counter Spells: Clarity
Save : Will Negates
Spell Resistance : Yes
Effects : Daze 5Hd or less

Weak spell. Only affects low level monsters at 5 hit die or less. Dazed
for 2 rounds. These can be killed in one or two hits anyway so why bother.

**** LIGHT : (Evocation)
Range : Touch
Area of Effect / Target : Single
Duration : 1 Hour / Level
Additional Counter Spells: Darkness
Save : Harmless
Spell Resistance : No
Effects : Light source

I guess you could use this if you don't want to carry a torch otherwise a
useless spell.

**** RAY OF FROST : (Conjuration)
Range : Short
Area of Effect / Target : Single
Duration : Instant
Additional Counter Spells:
Save : None
Spell Resistance : Yes
Effects : 1d4 + 1 cold damage

I don't know why this spell is even in the single player campaign of the
game considering that you get an unlimited use Frost wand that can be used
to cast this spell. You would have to be a complete idiot to use this
spell.

**** RESISTANCE : (Abjuration)
Range : Touch
Area of Effect / Target : Single
Duration : 2 Turns
Additional Counter Spells:
Save : Harmless
Spell Resistance : No
Effects : +1 to all saving throws

Nice buffing spell to use during the entire game. Cast right before going
into battle.


**************
LEVEL 1 SPELLS
**************
Lots of spells here that will affect multiple monsters and a couple of
useful
buffing spells. Use these in the early levels against weak monsters. Most
of
these spells will not scale up as you level.

**** BUNRNING HANDS : (Transmutation)
Range : 30 ft
Area of Effect / Target : Spell Cone
Duration : Instant
Additional Counter Spells:
Save : Reflex 1/2
Spell Resistance : Yes
Effects : 1d4 Fire dammage per caster level, Max 5d4

A great spell early on. Does 4-20 hit points of damage with reflex save for
half damage over a wide area. Affects multiple enemies. A must have early
in the game, but worthless once you can use Level 3 spells. Use it for
crowd control.

**** CHARM PERSON : (Enchantment)
Range : Short
Area of Effect / Target : Single
Duration : 2 Rounds + 1 / 3 Levels
Additional Counter Spells: Clarity
Save : Will Negates
Spell Resistance : Yes
Effects : Charm

Decent spell for the first few levels. I personally would rather use a
spell to kill monster than charm him. You could use it on a crowd of
monsters to thin them out.

**** COLOR SPRAY : (Illusion)
Range : Cone, 30ft
Area of Effect / Target : Spell Cone
Duration : Instant
Additional Counter Spells:
Save : Will Negates
Spell Resistance : Yes
Effects : 1-2 Hd: Sleep for 3 + 1d4 rounds
3-4 Hd: Blinded for 2 + 1d4 rounds
Over 4 Hd: Stunned for 1 + 1d4 round

Good spell early on. Does a variety of helpful ailments to enemy monsters
over a wide area. Use it for crowd control. After this spell is cast
quickly kill the sleeping monsters with a melee attack and then focus on the
monsters that still move.

**** IDENTIFY : (Divination)
Range : Touch
Area of Effect / Target : Personal
Duration : 2 Rounds
Additional Counter Spells:
Save : Harmless
Spell Resistance :
Effects : Lore skill bonus of 10 +1 per caster level

I never used this spell during the game as I could identify every item I
came across. This spell allows you to identify items that you failed at
previously. The spell is cheaper than having the item identified at the
temple or from a merchant at 42 gold for the spell scroll versus 100 gold
for each item.

**** MAGE ARMOR : (Conjuration)
Range : Touch
Area of Effect / Target : Single
Duration : 1 Hour / Level
Additional Counter Spells:
Save : Harmless
Spell Resistance : No
Effects : +1 natural armor, +1 dodge, +1 deflection, and
+1 enhancement

A must have spell. Raises your AC rating. Dodge bonus will stack. Nice
buffing spell to use during the entire game. Cast right before going into
battle at the early levels.

**** MAGIC MISSILE : (Evocation)
Range : Long
Area of Effect / Target : Single
Duration : Instant
Additional Counter Spells:
Save : None
Spell Resistance : Yes
Effects : 1d4+1 points of damage each

A great spell that you will use throughout the game. Does damage at long
distance and will kill most early level monsters. This is a good spell to
use if your are trying to solo or use hit and run attacks. Later in the
game you will use it to destroy trapped chests and doors. You get 1 missile
per 2 character levels up to a max of 5. Does 0-5 hit points of damage per
missile. A maxed magic missile always does 25 hit points damage. Magic
Missles don't have saving throws but can be easily blocked with buffs by
other mages.

**** PROTECTION FROM ALIGNMENT: (Abjuration)
Range : Touch
Area of Effect / Target : Single
Duration : 1 Hour / Level
Additional Counter Spells:
Save : Harmless
Spell Resistance : No
Effects : +2 deflection bonus to AC, +2 to all saving
throws,
immunity to mind based spells

A must have spell. Increases your saving throws. Useful even at the later
levels of the game. Nice buffing spell to use during the entire game. Cast
right before going into battle. Most of the monsters you face in the single
player campaign are of Evil alignment. Also gives a immunity to mind based
spells and an AC bonus.

**** SLEEP : (Enchantment)
Range : Medium
Area of Effect / Target : Huge
Duration : 3 Rounds + 1 / Caster Level
Additional Counter Spells: Clarity
Save : Will Negates
Spell Resistance : Yes
Effects : Puts 4 + 1d4 Hd monsters to sleep, 5 Hd or more
are
unaffected

A great spell early on. You can cast this spell from a distance. Wide area
of effect. After this spell is cast quickly kill the sleeping monsters with
a melee attack and then focus on the monsters that still move. Use it for
crowd control.

**** SUMMON CREATURE I : (Conjuration)
Range : Short
Area of Effect / Target : Point
Duration : 24 Hours
Additional Counter Spells:
Save : None
Spell Resistance : No
Effects : Summons a dire badger

A must have spell for 3 reasons: 1- Use the summoned badger as a meat
shield, 2- Use the summoned badger to set of traps you can't disarm, 3- Use
the summoned badger to get more experience points after you reach the 7th
level.


**************
LEVEL 2 SPELLS
**************
Mostly ability buffing spells here. All of them increase one of the main
abilities for a long time. Helpful to have these spells cast at all times.

**** BULL'S STRENGTH,
CATS GRACE : (Transmutation)
Range : Touch
Area of Effect / Target : Single
Duration : 1 Hour / Level
Additional Counter Spells: Ray of Enfeeblement, (none)
Save : Harmless
Spell Resistance : No
Effects : Strength, Dexterity is increased by 1d4+1

Good buffing spells to cast on any member in your group. Adds a STR and DEX
bonus. Try to cast them on the members doing most of the melee fighting
like henchman, panther familiars, summoned creatures.

**** EAGLES SPLENDER : (Transmutation)
Range : Touch
Area of Effect / Target : Single
Duration : 1 Hour / Level
Additional Counter Spells:
Save : Harmless
Spell Resistance : No
Effects : Charisma is increased by 1d4+1

A good buffing spell to use if your charisma is 8. Adds an CHR bonus to
help you get the optional quests, information and added money from NPC
characters. Great spell to cast on a sorcerer in your group as it will make
their spells harder to resist.

**** ENDURANCE : (Transmutation)
Range : Touch
Area of Effect / Target : Single
Duration : 1 Hour / Level
Additional Counter Spells:
Save : None
Spell Resistance : None
Effects : Constitution is increased by 1d4+1

A must have spell to cast on your wizard in the early levels. Adds hit
points to help you survive. Also increases fortitude saving throws.
Helpful to have this spell cast at all times. Maximize this spell to get
the greatest benefit.

**** FOX's CUNNING : (Transmutation)
Range : Touch
Area of Effect / Target : Single
Duration : 1 Hour / Level
Additional Counter Spells:
Save : Harmless
Spell Resistance : No
Effects : Intelligence is increased by 1d4+1

A must have spell to cast on your wizard. Adds an INT bonus that can really
help on making your spells harder to resist and helps your concentration and
spellcraft skills. Helpful to have this spell cast at all times. Maximize
this spell to get the greatest benefit.

**** GHOSTLY VISAGE : (Illusion)
Range : Personal
Area of Effect / Target : Caster
Duration : 1 Turn / Level
Additional Counter Spells:
Save : Harmless
Spell Resistance : No
Effects : Damage reduction 5/+1, 10% concealment, immunity
to
level 0 and level 1 spells

A great buffing spell early on in the game. Use it to protect you if you
get surrounded. Loses its effectiveness after the first few levels of the
game. Gives you immunity to level 0 and level 1 spells but you wont be
fighting many mages early in the game.

**** INVISIBILITY : (Illusion)
Range : Touch
Area of Effect / Target : Single
Duration : 1 Turn / Level
Additional Counter Spells: See Invisibility
Save : Harmless
Spell Resistance : No
Effects : Invisible to normal vision.

A good spell if you need to escape a battle. You will become visible again
if you cast another spell or attack. I used this mostly to make my summoned
badger harder to find and kill during the later levels of the game.

**** KNOCK : (Transmutation)
Range : Self
Area of Effect / Target : Extreme
Duration : Instant
Additional Counter Spells:
Save : None
Spell Resistance : No
Effects : Unlock doors and chests within 150ft radius.
Doesn't unlock magicly sealed doors and chests.

A good spell but I only use it on boss treasure chests to increase my odds
at getting a better item. Opens all locked treasure chest in a wide area.
Does not disable a booby trapped chest. Not worth memorizing early in the
game as you need spells to help you survive. Later in the game its too easy
to open multiple booby trapped chests with 1 fireball spell or use a weapon
to bash them open. Most of the chests have the same treasure in them for
OnDeath and OnOpen. Boss chests seem to be the only ones where you can
significantly better your chances at getting a better item.

**** LESSER DISPEL : (Abjuration)
Range : Medium
Area of Effect / Target : Colossal
Duration : Instant
Additional Counter Spells:
Save : No
Spell Resistance : Yes
Effects : Removes an effect from a creature if the caster
can
make a dispel check of 1d20, +1 per caster level
(max +5) against a DC of 11 + the spell effect's
caster's level.

I never used this spell because there are only few spells that it works
against and by the time you get to fight mages they will have spells that
this spell will not counter.

**** MELF'S ACID ARROW : (Conjuration)
Range : Long
Area of Effect / Target : Single
Duration : 1 Round, + 1 Round / 3 Levels
Additional Counter Spells:
Save : None
Spell Resistance : Yes
Effects : 3d6 dammage, +1d6 acid dammage for every round

Great direct damage spell in the first few levels. Save this scroll when
you get it in your basic training and drag it to your spell book when you
get to level 3. Does more damage over time depending on your level but not
as much you may think. Will kill most low level monsters and damage the
stronger ones. Can disrupt low level mages from casting spells. I used
this spell mainly to destroy chests and kill slower moving monsters like
zombies. The inital hit from Melfs has no saving throw.

**** OWLS WISDOM : (Transmutation)
Range : Touch
Area of Effect / Target : Single
Duration : 1 Hour / Level
Additional Counter Spells:
Save : Harmless
Spell Resistance : No
Effects : Wisdom is increased by 1d4+1.

A good buffing spell to cast on any member in your group. Adds an WIZ bonus
to help you resist any will based spells or overcome poison and disease with
a healing kit. Good to use on fighters, barbarians, and your panther
familiar.

**** RESIST ELEMENTS : (Abjuration)
Range : Touch
Area of Effect / Target : Single
Duration : 1 Turn / Level
Additional Counter Spells:
Save : Harmless
Spell Resistance : No
Effects : Elemental damage resistance 20/-, ends after a
max
30 points dammage from 1 elemental type

A great buffing spell for elemental attacks and traps. Remove 20 hit points
of damage. Short duration so cast right before a battle with mages or lower
level Elemental attackers.

**** SEE INVISIBILITY : (Divination)
Range : Touch
Area of Effect / Target : Single
Duration : 1 Turn / Level
Additional Counter Spells:
Save : Harmless
Spell Resistance : No
Effects : See all invisible creatures

If an enemy disappears use this spell to find them. I never used this spell
in the single player campaign but I can see a need for it in multiplayer.

**** SUMMON CREATURE II : (Conjuration)
Range : Short
Area of Effect / Target : Point
Duration : 24 Hours
Additional Counter Spells:
Save : None
Spell Resistance : No
Effects : Summons a dire boar

Upgrade to Summon Creature I. Summons a dire boar; stronger and more
powerful than the badger.

**** WEB : (Conjuration)
Range : Medium
Area of Effect / Target : Huge
Duration : 1 Round / Level
Additional Counter Spells: Freedom of Movement
Save : Reflex Partial
Spell Resistance : Yes
Effects : Entangles monsters, those that make save throw
will
move at a slower rate based on strength.

A decent spell, it will trap lower level monsters and slow down the tougher
ones. Loses its effectiveness after the first few levels of the game.
Requires a reflex save to negate some of its effects.


**************
LEVEL 3 SPELLS
**************
This is when Wizards and Sorcerers finally begin to be a force to be
reckoned
with. You get the Fireball, Flame Arrow, and Lightning spell for a set of
decent direct damage spells. The Haste spell also works great.

**** DISPEL MAGIC : (Abjuration)
Range : Medium
Area of Effect / Target : Single or Colossal
Duration : Instant
Additional Counter Spells:
Save : None
Spell Resistance : Yes
Effects : Removes an effect from a creature if the caster
can
make a dispel check of 1d20, +1 per caster level
(max +10) against a DC of 11 + the spell effect's
caster's level.

The only means you have early on to strip enemy mages of their protections.
Good counterspell. A must have in multiplayer in concert with the Silent
spell feat to defeat the Silence and Blindness and Deafness spells of
Clerics, Bards and other enemy mages.

**** FIND TRAPS : (Divination)
Range : Personal
Area of Effect / Target : Colossal
Duration : 1 Turn / Level
Additional Counter Spells:
Save : Harmless
Spell Resistance : No
Effects : All traps within the area of effect are revealed

Why would anybody want this spell! Use a familiar, pick elf for your race,
use Linu or Tomi for your henchman. You going to have a lot of extra points
so throw a few in to the Search skill. You will always have a rogue in
multiplayer so this spell is rarely needed.

**** FIREBALL : (Evocation)
Range : Large
Area of Effect / Target : Huge
Duration : Instant
Additional Counter Spells:
Save : Reflex 1/2
Spell Resistance : Yes
Effects : Fiery projectile that explodes dealing 1d6 points
of
fire damage per caster level, max of 10d6

A must have spell and your main weapon until you get 6th level spells.
Detonates a fireball over a large area. Deals up to a max 60 hit points
damage to multiple opponents. Make sure you know what rules you are playing
when you cast this spell in multiplayer or you may toast your allies. A
maxed Fireball does 60 damage.

**** FLAME ARROW : (Conjuration)
Range : Medium
Area of Effect / Target : Single
Duration : Instant
Additional Counter Spells:
Save : Reflex 1/2
Spell Resistance : Yes
Effects : Launches 1 fiery arrow at the target for every 4
caster levels. Each arrow does 4d6 points of
damage.

Very underrated spell. Scales up all the way to level 20. Each arrow does
up to 24 hit points damage. You get an additional arrow every 4 character
levels. A maxed Flame Arrow will do 120 hit points of damage or 60 if they
succeed with their reflex saving throw. The dammage of each arrow is
calculated separately. The Fireball spell is better at the early levels
where there are more attackers or on those with elemental resistance. Good
spell to use against Spell Mantles.

**** HASTE : (Transmutation)
Range : Short
Area of Effect / Target : Single
Duration : 1 Round / Level
Additional Counter Spells: Slow
Save : Harmless
Spell Resistance : No
Effects : Target gains 1 extra action per round and has
their
movement increased by 50%.

A must have spell. Gives you one extra spell or attack per round and a 50%
movement bonus. Use this spell on yourself or any member of your party
including familiars and summoned creatures.

**** INVISIBILTY SPHERE : (Illusion)
Range : Personal
Area of Effect / Target : Caster, 15ft Radius
Duration : 1 Turn / Level
Additional Counter Spells: Invisibility Purge
Save : Harmless
Spell Resistance : No
Effects : Casts a zone of invisibility that travels with
the
caster. Those that leave the sphere are visible.

A decent spell for multiplayer. Same as the Invisibility spell except that
it works on a large group. A good spell to use to help your group escape.

**** LIGHTNING BOLT : (Evocation)
Range : Medium
Area of Effect / Target : Chain of targets in a straight line
Duration : Instant
Additional Counter Spells:
Save : Reflex 1/2
Spell Resistance : Yes
Effects : The bolt does 1d6 points of electricity damage
per
caster level to all creatures in a straight line,
max of 10d6.

An underrated spell that has quite a few uses. Does electrical damage to
multiple opponents in a straight line. It does flex a little to hit nearby
opponents. Use it in hallways and corridors to kill a lot of low to mid
level monsters. Excellent spell against undead opponents.

**** MAGIC CIRCLE OF ALIGNMENT: (Abjuration)
Range : Touch
Area of Effect / Target : Single, Medium
Duration : 1 Hour / Level
Additional Counter Spells:
Save : Harmless
Spell Resistance : No
Effects : +2 deflection bonus to AC, +2 to all saving
throws,
immunity to mind based spells to all allies
within 10 feet including the caster.

Your first group buffing spell. Same as the Protection From Alignment spell
except that it works on a large group. Good spell to have for multiplayer.

**** PROTECTION FROM ELEMENTS: (Abjuration)
Range : Touch
Area of Effect / Target : Single
Duration : 24 Hours
Additional Counter Spells:
Save : Harmless
Spell Resistance : No
Effects : Elemental damage resistance 30/-, ends after a
max
40 points dammage from 1 elemental type

Marginal upgrade from Resist Elements. You get an extra 10 points of
protection. Lasts longer than Resist Elements.

**** SLOW : (Transmutation)
Range : Short
Area of Effect / Target : Colossal, 1 Creature / Level
Duration : 1 Round / Level
Additional Counter Spells: Haste
Save : Will Negates
Spell Resistance : Yes
Effects : All monsters within the area of effect have
movement
lowered by 50% and lose a single attack per
round.

I only got this spell to work a few times to slow down a slower opponent.
Its short range makes it difficult to target a monster and not get too close
to it when your soloing. You could use it to counter the Haste spell. The
spell is easier to use if you have henchmen, familiars or members of your
party in multiplayer protecting you.

**** STINKING CLOUD : (Conjuration)
Range : Medium
Area of Effect / Target : Huge
Duration : 1 Round / Level
Additional Counter Spells:
Save : Fortitude Negates
Spell Resistance : Yes
Effects : All monsters within the cloud are dazed.

This spell never seemed to work very well for me because I would always cast
a Fireball to kill the low level monsters and the ones that survived were
not affected by this spell.

**** SUMMON CREATURE III : (Conjuration)
Range : Short
Area of Effect / Target : Point
Duration : 24 Hours
Additional Counter Spells:
Save : None
Spell Resistance : No
Effects : Summons a dire wolf.

Upgrade to Summon Creature II. Summons a dire wolf; stronger and more
powerful than the boar. The wolf has the knockdown feat but doesn't use it
very often. Your first decent attacking creature.

**** VAMPIRIC TOUCH : (Necromancy)
Range : Touch
Area of Effect / Target : Single
Duration : Instant
Additional Counter Spells: Negative Energy Protection
Save : None
Spell Resistance : Yes
Effects : The target takes 1d6 points of damage for every 2
caster levels. The hit points are temporary.

The only bad thing about this spell is that is requires a touch attack.
This spell gives you more hit points at the expense of your opponent with no
saving throw. Use it on opponents that are trying to engage you in melee
combat. A real cheesy attack is to use a maxed Vampiric Touch and Time Stop
to get a ton of hit points. (This was fixed in version 1.25 so the effects
no longer stack) The hit points are temporary and will disappear after a
short time.


**************
LEVEL 4 SPELLS
**************
Good updates to several spells. These spells will however, lose their
effectiveness when you get to level 14.

**** BESTOW CURSE : (Transmutation)
Range : Touch
Area of Effect / Target : Single
Duration : Permanent
Additional Counter Spells: Remove Curse
Save : Will Negates
Spell Resistance : Yes
Effects : Lowers all of the target's ability scores by 2.

Why use this spell when Enervation is better in every way.

**** CHARM MONSTER : (Enchantment)
Range : Short
Area of Effect / Target : Single
Duration : 3 Rounds + 1 / 2 Levels
Additional Counter Spells: Clarity
Save : Will Negates
Spell Resistance : Yes
Effects : In the eyes of the target the personal reputation
of
the caster is improved by 50%.

Like I said before I don't think its worth wasting a spell to charm a
monster when your going to have to kill him anyway. I never used this
spell.

**** ELEMENTAL SHIELD : (Evocation)
Range : Personal
Area of Effect / Target : Caster
Duration : 1 Round / Level
Additional Counter Spells:
Save : None
Spell Resistance : None
Effects : A successful melee attack on the caster will
result
in dammage equal to 1d6 +1 point per caster
level.
The caster also gains 50% immunity to cold and
fire.

The manual lists this spell as a 5th level spell but it is 4th level. Can
only be cast on yourself. 50% damage reduction to cold & fire. Ring of
fire also damages opponents who succeed in making a touch attack. Short
duration so cast before combat.

**** ENERVATION : (Necromancy)
Range : Short
Area of Effect / Target : Single
Duration : 1 Hour / Caster Level
Additional Counter Spells:
Save : None
Spell Resistance : Yes
Effects : The target creature temporarily loses 1d4
character levels.

Much better spell than the Bestow Curse and Contagion spells. Target loses
1d4 points to nearly every stat. Target also loses memorized spells.

**** EVARDS BLACK TENTACLES: (Conjuration)
Range : Medium
Area of Effect / Target : Large, 1d4 Tentacles, + 1 / Caster Level
Duration : 1 Round / Level
Additional Counter Spells:
Save : Fortitude Special
Spell Resistance : No
Effects : For every round that a creature is caught it
suffers
attacks from 1d4 tentacles, each capable of doing
1d6+4 points bludgeoning damage. Each attack can
be
resisted with a successful Fortitude save.

This is actually a cool looking spell. Its a shame it doesn't do more
damage or scale up as you level.

**** FEAR : (Necromancy)
Range : Medium
Area of Effect/ Target : Large
Duration : 1 Round / Level
Additional Counter Spells: Remove Fear
Save : Will Negates
Spell Resistance : Yes
Effects : Affected monsters are consumed with mind-numbing
fear that overrides all other actions. The
affected
monsters run away from all those they do not
consider allies.

Why when you just have to chase them down and kill them. Most monsters that
this spell affects would be killed with a Fireball anyway.

**** ICE STORM : (Evocation)
Range : Long
Area of Effect / Target : Huge
Duration : Instant
Additional Counter Spells:
Save : None
Spell Resistance : Yes
Effects : All monsters in the area of effect take 3d6
points
of bludgeoning damage and 2d6 points of cold
damage.
Does an extra 1d6 cold damage for every 3
additional
caster levels

This spell doesn't do a lot of damage, but no saving throws make this a very
nice spell to have around. Maximized Ice Storms work a lot better.

**** IMPROVED INVISIBILITY: (Illusion)
Range : Touch
Area of Effect / Target : Single
Duration : 1 Turn / Level
Additional Counter Spells: Invisibility Purge
Save : Harmless
Spell Resistance : No
Effects : The target becomes invisible and impossible to
detect using normal vision. After attacking or
casting spells the target will become partially
visible, retains a 50% cover bonus.

A much better invisibility spell. You can attack and cast a spell while
remaining partialy invisible.

**** LESSER SPELL BREACH : (Abjuration)
Range : Medium
Area of Effect / Target : Single
Duration : Instant
Additional Counter Spells: Minor Globe of Invulnerability, Lesser Spell
Mantle
Save : None
Spell Resistance : No
Effects : This spell strips an enemy mage of up to two
magical
defenses, including Spell Mantles, Globes of
Invulnerability, Stoneskins, Premonition,
Protection
from Elements, Ghostly and Ethereal Visage, Mage
Armor, Shadow Shield and Elemental Shield. The
spell
will also reduce the target creature's SR by 3.

Good spell to use on enemy mages. Strips a mage of up to 2 magic defenses.
Works better than the Dispel Magic spell.

**** MINOR GLOBE OF INVUNERABILITY: (Abjuration)
Range : Personal
Area of Effect / Target : Caster
Duration : 1 Round / Level
Additional Counter Spells:
Save : Harmless
Spell Resistance : No
Effects : Prevents all spells of level 3 or lower from
affecting the caster.

Great spell to use when facing other mages. Stops level 3 and lower spells.

**** PHANTASM KILLER : (Illusion)
Range : Medium
Area of Effect / Target : Single
Duration : Instant
Additional Counter Spells: True Seeing
Save : Will and Fortitude
Spell Resistance : Yes
Effects : Target attempts a Will save to disbelieve the
spell,
failing that, the target then makes a Fortitude
save to avoid instant death. A successful
Fortitude save still inflicts 3d6 points of
damage.

Good instant death spell for taking out a low to mid level monster.
Unfortunately this spell is not very consistent because it requires both a
will save and a fortitude save failure to kill the monster. Not many higher
level monsters will fail both. Works well on spiders, trolls, and beetles.

**** POLYMORPH SELF: (Transmutation)
Range : Personal
Area of Effect / Target : Caster
Duration : 1 Turn / Level
Additional Counter Spells:
Save : Harmless
Spell Resistance : No
Effects : Caster transforms in to one of the following:
Giant
spider, troll, Umber hulk, Pixie, or Zombie

Sounds like a great spell but it isn't. You can't cast spell in this form
and heaven help you if it wares off in the middle of a fight. The giant
spider is probably the best form if you do use it.

**** REMOVE CURSE: (Abjuration)
Range : Touch
Area of Effect / Target : Single
Duration : Instant
Additional Counter Spells:
Save : Harmless
Spell Resistance : No
Effects : All curses and curse effects removed from target.

Another useless spell. If your cursed you can go to a temple and get
healed. Use a cleric in multiplayer to cure curses.

**** SHADOW CONJURATION : (Illusion)
Range : Special
Area of Effect / Target : Special
Duration : Special
Additional Counter Spells:
Save : Special
Spell Resistance : Yes
Effects : The caster conjures a shadow variant of one of
the
following spells: Darkness, Invisibility, Mage
Armor, Magic Missile, or Summon Shadow.

This spell gives the wizard some flexibilty in that you don't have to choose
the particular spell until you cast it. You might expect the Magic Missile
variant of this spell to less effective against mages because you would
think it would require a will save for an Illusion spell but Neverwinter
Nights doesn't implement this. The Magic Missile variant does the same
amount of damage as the normal version with no saving throw. The Magic
Missile variant of this spell can also get past Spell Mantles. This is a
good spell to use against mages.


**** STONESKIN : (Abjuration)
Range : Touch
Area of Effect / Target : Single
Duration : 1 Hour / Level
Additional Counter Spells:
Save : Harmless
Spell Resistance : No
Effects : Damage reduction 10/+5, absorbs 10 points of
melee
damage per caster levelup to a max of 100

Great spell to use on your familiar, henchman or members of your party that
are engaged in melee combat. Your first full damage resistance spell
(10/+5). The first 10 points of ANY kind of damage target receives are
blocked.

**** SUMMON CREATURE IV : (Conjuration)
Range : Short
Area of Effect / Target : Point
Duration : 24 Hours
Additional Counter Spells:
Save : None
Spell Resistance : No
Effects : Summons a dire spider

Upgrade to Summon Creature III. Summons a dire spider; stronger and more
powerful than the wolf. The dire spider can attack with poison on every
round but doesn't have knockdown. Requires a DC26 in order to save from
poison.

**** WALL OF FIRE : (Evocation)
Range : Medium
Area of Effect / Target : Wall 30 ft Long
Duration : 1 Round / 2 Levels
Additional Counter Spells:
Save : None
Spell Resistance : Yes
Effects : Deals 4d6 points of fire damage to any creature
that
attempts to pass through it.

Good spell to cast in the middle of a group of enemies or in front of the
opening to a room and attack from behind it. Does 4d6 of fire damage.
Doesn't scale up as you level so it becomes less effective the higher you
get.


**************
LEVEL 5 SPELLS
**************
You get a couple of very powerful spells in this level that when maximized
will serve you during your entire career.

**** CLOUD KILL: (Conjuration)
Range : Long
Area of Effect / Target : Large
Duration : 1 Round / 2 Levels
Additional Counter Spells:
Save : Fortitude Special
Spell Resistance : Yes
Effects : Its effects vary according to the Hit Dice of the
affected creatures: 1-3 HD: Instant death, 4-6
HD:
Fortitude save or death, Over 6 HD: 1d10 damage.

Good spell for killing lots of lower level monsters like spiders, wolves,
and goblins. Just cast the spell and fire an arrow to draw them into it.
Good spell for casting on top of you if you get surrounded and those
monsters that are not affected are slowed in the cloud.

**** CONE OF COLD : (Evocation)
Range : Cone, 30ft
Area of Effect / Target : Spell Cone
Duration : Instant
Additional Counter Spells:
Save : Reflex 1/2
Spell Resistance : Yes
Effects : Does 1d6 points of cold damage per caster level
to
all those within the area of effect, max of 15d6.

A must have spell for a Wizard. Will become your major direct damage spell
during the entire game. Maximized Cone of Colds combined with Time Stop are
a lethal combination. Does a max of 120 hit points of damage. A successful
reflex save will cut this damage in half.

**** DISMISSAL : (Abjuration)
Range : Short
Area of Effect / Target : Colossal
Duration : Instant
Additional Counter Spells: Gate
Save : Will Negates
Spell Resistance : Yes
Effects : All summoned creatures, animal companions, and
familiars belonging to enemy spellcasters are
unsummoned within the area of effect.

Good spell to have. Gets rid of any summoned creature including Balors.
With the exception of Balors it's probably better just to kill the mage than
use this spell.

**** DOMINATE PERSON : (Enchantment)
Range : Medium
Area of Effect / Target : Single
Duration : 2 Rounds + 1 Round / 3 Caster Levels
Additional Counter Spells: Clarity
Save : Will Negates
Spell Resistance : Yes
Effects : The target becomes under control of the caster

OK spell. This spell will not charm the person but allows you to take
control of him and get him to attack other monsters or trigger traps. I
think it's better to just kill him instead with another spell.

**** ENERGY BUFFER : (Abjuration)
Range : Touch
Area of Effect / Target : Caster
Duration : 1 Turn / Caster Level
Additional Counter Spells:
Save : Harmless
Spell Resistance : No
Effects : Elemental damage resistance 40/-, ends after a
max
60 points dammage from 1 elemental type

A great buffing spell for elemental attacks and traps. Removes 40 hit
points of damage. You will keep using this spell during your entire career.

**** FEEBLEMIND : (Divination)
Range : Medium
Area of Effect / Target : Single
Duration : 1 Round / 2 Levels
Additional Counter Spells: Heal
Save : Will Negates
Spell Resistance : Yes
Effects : The caster does 1d4 points of Intelligence damage
to
the monster for every 4 caster levels.

Poor spell. I never liked this spell because even if it works you can only
use it on other wizards and not other spellcasters as it only affects INT
and does no physical damage. You might as well try to get the wizard to
fail a spell that will kill him AND harm other spell casters.

**** GREATER SHADOW CONJURATION (Illusion)
Range : Special
Area of Effect / Target : Special
Duration : Special
Additional Counter Spells:
Save : Special
Spell Resistance : Special
Effects : Allows the caster to conjure a shadow variant of
one
of the following spells: Summon Shadow, Melf's
Acid
Arrow, Ghostly Visage, Web, or Minor Globe of
Invulnerability.

This is another shadow spell that gives the wizard some flexibilty because
you don't have to choose the particular spell until you cast it. Once again
you might expect the variants of this spell to less effective against mages
because of the will save for an Illusion spell but Neverwinter Nights
doesn't implement this. The Melf's Acid Arrow variant does the same amount
of damage as the normal version with no saving throw. The Melf's Acid Arrow
and Web variant of this spell can also get past Spell Mantles. This is a
good spell to use against mages.

**** HOLD MONSTER : (Enchantment)
Range : Medium
Area of Effect / Target : Single
Duration : 1 Round / Level
Additional Counter Spells: Freedom of Movement
Save : Will Negates
Spell Resistance : Yes
Effects : The target is paralyzed for the duration of the
spell.

Poor spell. Why waste a spell to hold a monster when you can use a spell to
kill him. Your going to have to kill him anyway.

**** LESSER MIND BLANK : (Abjuration)
Range : Short
Area of Effect / Target : Single
Duration : 1 Turn / Level
Additional Counter Spells: Confusion
Save : Harmless
Spell Resistance : No
Effects : Renders the target immune to mind-affecting
spells
and removes all negative effects caused by such
spells.

A good spell for multiplayer as you can use this spell on a member of your
party that falls prey to one of the mind spells. Good spell for the
enchantment spells.

**** LESSER PLANAR BINDING: (Conjuration)
Range : Short
Area of Effect / Target : Single or Point
Duration : 1 Round / 2 Levels
Additional Counter Spells: Dismissal
Save : Will Negates
Spell Resistance : No
Effects : This spell has two modes 1- summoning a planar
ally
or 2- paralyzing an outsider for 1 round per 2
caster levels. The type of summoned ally is
based
on the caster's alignment: Good: Lantern archon,
Neutral: Red slaad, Evil: Imp

OK spell. A powerful summoning spell. Outsiders are more powerful than
summoned creatures but only last a short time. Better spell to use in the
single player campaign than the Summon Creature because you can use him to
soften up the tougher opponents and then wait until the outsider disappears
after a short time. Don't kill them until he disappears or you will lose
experience points.

**** LESSER SPELL MANTLE : (Abjuration)
Range : Personal
Area of Effect / Target : Caster
Duration : 1 Round / Level
Additional Counter Spells: Lesser Spell Breach, Lesser Spell Mantle
Save : Harmless
Spell Resistance : No
Effects : Absorbs up to 1d4+6 levels of spells before
collapsing.

Good spell to use until a more powerful one becomes available. This spell
doesn't block damage, but full spells. Keep in mind, however, that a
fireball cast at your feet, without having you as the target, will still
damage you. A good trick to use against mages that use this spell.

**** MIND FOG : (Enchantment)
Range : Long
Area of Effect / Target : Colossal
Duration : 2 Rounds + 1 / 2 Levels
Additional Counter Spells:
Save : Will Negates
Spell Resistance : Yes
Effects : Creates a blue fog where the Victims take a -10
penalty on Will saving throws against
mind-affecting
spells and effects. This penalty persists for as
long as the creature remains in the fog and for
an
additional 2d6 rounds upon leaving.

Iffy spell. Looks like it would be a good spell except the opponent must
fail a Will save to get this spell to take effect. If a spell needs a save
to take effect then you may as well try a damage spell so you will a least
hurt or kill him if they fail their saving throw.

**** SUMMON CREATURE V : (Conjuration)
Range : Short
Area of Effect / Target : Point
Duration : 24 Hours
Additional Counter Spells:
Save : None
Spell Resistance : No
Effects : Summons a dire Tiger.

Upgrade to Summon Creature IV. Summons a dire Tiger; stronger and more
powerful than the spider. The dire tiger has the knockdown feat plus a lot
of hit points. You can only have one summoned creature so you need to
choose between this and Planar Binding.


**************
LEVEL 6 SPELLS
**************
You get a lot of quality spells and upgraded spells that will serve you
during
your entire career. A wizard will mix and match most of these spells
depending
on the monster he is fighting.

**** ACID FOG : (Conjuration)
Range : Long
Area of Effect / Target : Large
Duration : 1 Round / 2 Level
Additional Counter Spells:
Save : Fortitude
Spell Resistance : Yes
Effects : Creatures entering the green cloud take 4d6 acid
damage. Creatures inside the cloud must make a
Fortitude save or have their movement reduced by
50%. Every round a creature spends in the cloud,
it
suffers 2d6 acid damage.

Poor spell at this level. This spell just doesn't do enough damage to be
worthwhile. IMO level 6 spells should be able to kill a mid level monster
and this one will only damage them.

**** CHAIN LIGHTNING : (Evocation)
Range : Long
Area of Effect / Target : Colossal, 1 Target / Level
Duration : Instant
Additional Counter Spells:
Save : Reflex 1/2
Spell Resistance : Yes
Effects : The bolt does 1d6 points of electricity damage
per
caster level to creatures in a wide arc, max of
20d6 to the first target and half that amount to
all
secondary targets.

Great spell. Does the same damage over a wider area as the Cone of Cold
spell at a longer range. Great spell to use against undead foes. Can hit
other enemies around a corner if you can see just one of them.

**** CIRCLE OF DEATH : (Necromancy)
Range : Medium
Area of Effect / Target : Colossal
Duration : Instant
Additional Counter Spells: Death Ward
Save : Fortitude Negates
Spell Resistance : Yes
Effects : Negative energy wave. A number of enemy
creatures
equal to 1d4 per caster level must make a
Fortitude
save or die. Creatures with 9 or more Hit Dice
are unaffected.

Good spell for crowd control but loses its effectiveness rather quickly in
the higher levels. Will kill accompanying minions around a boss monster
letting you and your allies deal with the boss itself.

**** ETHEREAL VISAGE : (Illusion)
Range : Personal
Area of Effect / Target : Caster
Duration : 1 Round / Level
Additional Counter Spells:
Save : Harmless
Spell Resistance : No
Effects : Grants damage reduction 20/+3, prevents all
spells
of level 2 or lower from affecting the caster and
provides a 25% concealment bonus.

Decent spell. 20/3+ damage reduction and immunity to level 2 and lower
spells. Not bad but it only protects you from Melfs Acid Arrow and the
like. Better to use a Minor Globe of Invulnerability than this spell
against an enemy mage.

**** GLOBE OF INVUNERABILITY: (Abjuration)
Range : Personal
Area of Effect / Target : Single
Duration : 1 Round / Level
Additional Counter Spells: Greater Globe of Invulnerability, Greater Spell
Breach
Save : None
Spell Resistance : Yes
Effects : This spell prevents all spells of level 4 or
lower
from affecting the caster.

Great spell to use when facing other mages. Stops level 4 and lower spells.

**** GREATER DISPELLING : (Abjuration)
Range : Medium
Area of Effect / Target : Single or Colossal
Duration : Instant
Additional Counter Spells:
Save : None
Spell Resistance : Yes
Effects : Attempts to strip all magical effects from a
single
target. It can also target a group of creatures,
attempting to remove the most powerful spell
effect
from each creature. To remove an effect, the
caster
makes a dispel check of 1d20, +1 per caster level
(to a maximum of +15) against a DC of 11 + the
spell
effect's caster level.

Great counter spell. Upgrade to Dispel Magic. Will dispel a lot of mind
effect spells and buffs.

**** GREATER SPELL BREACH: (Abjuration)
Range : Medium
Area of Effect / Target : Single
Duration : Instant
Additional Counter Spells: Globe of Invulnerability, Greater Spell Mantle
Save : None
Spell Resistance : No
Effects : Strips an enemy mage of up to four magical
defenses,
including Spell Mantle, Globes of
Invulnerability,
Stoneskins, Premonition, Protection from
Elements,
Ghostly and Ethereal Visage, Mage Armor, Shadow
Shield and Elemental Shield. This spell will also
lower the target creatures SR rating by 5.

Great spell to use against mages or buffed melee fighters. Twice as
powerful as lesser breach. Strips a mage of up to 6 magic defenses.

**** GREATER STONESKIN : (Transmutation)
Range : Personal
Area of Effect / Target : Caster
Duration : 1 Hour / Level
Additional Counter Spells:
Save : Harmless
Spell Resistance : No
Effects : Damage reduction of 20/+5. The spell absorbs 10
points of melee damage per caster level, to a
maximum of 150, before fading.

Great buffing spell. Upgrade to Stoneskin spell. 20/+5 damage reduction so
it is twice as strong.

**** LEGEND LORE : (Divination)
Range : Touch
Area of Effect / Target : Caster
Duration : 1 Turn / Level
Additional Counter Spells:
Save : Harmless
Spell Resistance : No
Effects : This spell gives the caster +10 bonus to Lore
checks, +1 per 2 caster level.

Poor Spell. I haven't a clue why this is in the game. Do yourself a favor
and sell any Legend Lore scrolls and get some gold out of it.

**** MASS HASTE : (Enchantment)
Range : Short
Area of Effect / Target : Large
Duration : 1 Round / Level
Additional Counter Spells:
Save : Harmless
Spell Resistance : No
Effects : All allies within the area of effect gain 1 extra
action per round (allowing an additional attack
or
spell casting) and have their movement speed
increased by 50%.

A great spell to use in multiplayer. Hast your entire group including
yourself.

**** PLANAR BINDING : (Conjuration)
Range : Short
Area of Effect / Target : Single or Point
Duration : 1 Hour / Level
Additional Counter Spells:
Save : Will (-2) Negates
Spell Resistance : No
Effects : This spell has two modes 1- summoning a planar
ally
or 2- paralyzing an outsider for 1 round per 2
caster levels. The type of summoned ally is
based
on the caster's alignment: Good: Hound archon,
Neutral: Green slaad, Evil: Succubus

OK spell. Upgrade to Lesser Planar Binding. You can only have one summoned
creature so choose this or a Summon Creature spell.

**** SHADES : (Illusion)
Range : Special
Area of Effect / Target : Special
Duration : Special
Additional Counter Spells:
Save : Special
Spell Resistance : Yes
Effects : The caster conjures a shadow variant of one of
the
following spells: Cone of Cold, Fireball,
Stoneskin,
Wall of Fire, or Summon Shadow.

Decent spell. Conjures up a shadow version of Cone of Cold, Fireball, Wall
of Fire, Stoneskin, or Summon Shadow. You can choose what spell to cast
when you cast it. These spells should work better against mages because
they don't require a will save like you might expect. The Cone of Cold,
Fireball and Wall of Fire variants do the same amount of damage as the
normal versions. The spell, like the other shadow variants, seems to be able
to get past a Spell Mantle. This is a good spell to use against mages.

**** SUMMON CREATURE VI : (Conjuration)
Range : Short
Area of Effect / Target : Point
Duration : 24 Hours
Additional Counter Spells:
Save : None
Spell Resistance : No
Effects : Summons a dire Bear.

Upgrade to Summon Creature V. Summons a dire Bear; stronger and more
powerful than the tiger. The dire bear has the knockdown feat plus a ton of
hit points and great attacks.

**** TENSERS TRANSFORMATION: (Transmutation)
Range : Personal
Area of Effect / Target : Caster
Duration : 1 Round / Level
Additional Counter Spells:
Save : Harmless
Spell Resistance : No
Effects : The caster becomes an engine of destruction,
gaining
a +1 attack bonus for every 2 caster levels, a +4
natural armor AC bonus, +2d4 Strength, +2d4
Dexterity, +5 to their Fortitude saving throws,
and
+1d6 additional Hit Points per caster level. In
this
state, however, the caster suffers a -10 penalty
to
his primary spellcasting ability score.

Incredible spell. Transforms you in to a buffed melee fighter with a fire
sword and extra hit points. You also get to keep any spell buffs you have
cast like Stoneskin and Globe of Invulnerability when you transform. Use
this spell if you get surrounded or on monsters that have a lot of spell
immunities including enemy mages. You can't cast spells while in this form
and there is an annoying bug that will remove one memorized spell from level
2 - 6 when you use it so remember to use your spell book to select the
spells again before resting. It's easy to become dependant on this spell so
be careful as it doesn't last long and you can't use potions to heal so you
could die while in this form.

**** TRUE SEEING : (Divination)
Range : Touch
Area of Effect / Target : Single
Duration : 1 Turn / Level
Additional Counter Spells: Greater Shadow Conjuration
Save : Harmless
Spell Resistance : No
Effects : The target can see through Sanctuary and
invisibility effects, and automatically spots
nearby
traps and hiding opponents.

Unfortunately a good spell to use in multiplayer. Lets you see through
Sanctuary, Invisibility spells and Stealth mode. You will find out the hard
way that this spell is a necessary evil when you get online to play other
people. I hated memorizing this spell because it seems like such a waste.
Never used it in the single player campaign.


**************
LEVEL 7 SPELLS
**************
Good selection of spells with some standing out as ones you will use during
your entire career.

**** CONTROL UNDEAD : (Necromancy)
Range : Short
Area of Effect / Target : Huge
Duration : 1 Hour / Level
Additional Counter Spells: Sunbeam
Save : Will Negates
Spell Resistance : Yes
Effects : A single undead creature with up to 2 Hit Dice
per
caster level falls under the caster's control
unless
it makes a successful Will save.

Poor spell. By now you should know how I feel about using a spell to take
control of an enemy as opposes to killing them.

**** DELAYED BLAST FIREBALL: (Evocation)
Range : Medium
Area of Effect / Target : Huge
Duration : 1 Round / 3 Levels
Additional Counter Spells:
Save : Reflex 1/2
Spell Resistance : Yes
Effects : The caster creates a small, magical zone that can
detect the passage of enemy creatures. When the
field is activated, it explodes, doing 1d6 points
of
fire damage per caster level to all within the
area
of effect, to a max of 20d6.

Great spell that is also an undetectable trap. Place a few of these down
and then posses your familiar to lure the monsters into the traps or use
your bow. Becomes more powerful as you level up.

**** FINGER OF DEATH : (Necromancy)
Range : Short
Area of Effect / Target : Single
Duration : Instant
Additional Counter Spells:
Save : Fortitude Partial
Spell Resistance : Yes
Effects : The target must make a Fortitude save or die. If
they succeed, they still take 3d6 points of
damage,
+1 point per caster level.

Great spell when you get it but it becomes less effective as you level up.
Instantly kills your opponent. Requires a Fortitude save.

**** MORDENKAINEN'S SWORD: (Transmutation)
Range : Short
Area of Effect / Target : Point
Duration : 1 Round / Level
Additional Counter Spells:
Save : None
Spell Resistance : No
Effects : Summons a sword-wielding helmed horror.

Summons a helmed horror that can hold its own against just about everything.
Given the choice between this and elementals I'd rather have one of these.

**** POWER WORD STUN : (Divination)
Range : Short
Area of Effect / Target : Single
Duration : Instant
Additional Counter Spells: Clarity
Save : None
Spell Resistance : Yes
Effects : Automatically stuns a single target for a
duration
based on the target's Hit Points: Under 50 Hit
Points: 4d4 rounds, 51-100 Hit Points: 2d4
rounds,
101-150 Hit Points: 1d4 rounds

Poor spell. Why? Just use a spell to kill them.

**** PROTECTION FROM SPELLS: (Enchantment)
Range : Touch
Area of Effect / Target : Large, 1 Creature / 4 Levels
Duration : 1 Turn / Level
Additional Counter Spells:
Save : Harmless
Spell Resistance : No
Effects : Within the area of effect, up to one ally per 4
caster levels receives a +8 bonus on all saving
throws against spells.

Excellent spell to use but overkill if you already have a Spell Mantle cast.
8+ bonus to saving throws to all spells. Great spell to use in
multiplayer against enemy mages.

**** PRISMATIC SPRAY : (Evocation)
Range : Short
Area of Effect / Target : Spell Cone
Duration : Instant
Additional Counter Spells:
Save : Special
Spell Resistance : Yes
Effects : All monsters within the area of effect randomly
experience 1 or 2 of the following effects:
20 fire damage, 40 acid damage, 80 electrical
damage, Struck with Bebilith Venom poison,
Paralyzed
for 10 rounds, Confused for 10 rounds, Struck
dead

Great idea but not a useful spell as its effects are random and you have to
get fairly close to use it. Good against large groups of mid level
monsters. There are better 7th level spells.

**** SHADOW SHIELD : (Illusion)
Range : Personal
Area of Effect / Target : Caster
Duration : 1 Turn / Level
Additional Counter Spells:
Save : Harmless
Spell Resistance : No
Effects : The caster is protected from the following
effects: +5 natural AC bonus, 10 / +3 Damage
reduction,
Immunity to instant death effects, Immunity to
Necromancy spells

Great spell. A combination of stronger versions of Stoneskin, Mage armor
and some immunities all in one. Immunity to death and Necromancy spells are
big pluses.

**** SPELL MANTLE : (Abjuration)
Range : Personal
Area of Effect / Target : Caster
Duration : 1 Round / Level
Additional Counter Spells: Spell Breach
Save : Harmless
Spell Resistance : No
Effects : Absorbs all incoming spells and spell-like
abilities. It can absorb up to 1d8+8 spell levels
before collapsing.

Great spell. Upgraded version of Lesser Spell Mantle. Absorbs up to 1d8 +8
spell levels. Empowered version can be more powerful than the Greater Spell
Mantle at one spell level lower.

**** SUMMON CREATURE VII : (Conjuration)
Range : Short
Area of Effect / Target : Point
Duration : 24 Hours
Additional Counter Spells:
Save : None
Spell Resistance : No
Effects : Summons a huge elemental of random type.

Upgrade to Summon Creature VI. Summons a huge elemental of random type.
Warning - You can't pick what elemental to summon so you may get a huge fire
elemental in a fire based area effectively wasting the spell. Use the
Mordenkainen's Sword instead.


**************
LEVEL 8 SPELLS
**************
A few standouts but not a lot of high quality spells. Use maximized spells
instead.

**** CREATE UNDEAD: (Necromancy)
Range : Short
Area of Effect / Target :
Duration : 24 Hours
Additional Counter Spells: Sunbeam
Save : None
Spell Resistance : None
Effects : The caster brings an undead creature into being.
The
type of undead is based upon the caster's level:
Under level 11: Ghoul, Level 12-13: Ghast, Level
14-15: Wight, Level 16 and over: Spectre

Poor spell. If your really in to necromancy then go for it just remember you
can only have one summoned creature and there are better choices.

**** GREATER PLANAR BINDING: (Conjuration)
Range : Single
Area of Effect / Target : Single or Point
Duration : 1 Hour / Level
Additional Counter Spells:
Save : Will (-5) Negates
Spell Resistance : No
Effects : This spell has two modes 1- summoning a planar
ally
or 2- paralyzing an outsider for 1 round per 2
caster levels. The type of summoned ally is
based
on the caster's alignment: Good: Celestial
Avenger,
Neutral: Death slaad, Evil: Vrock

Great spell. Upgrade to Planar Binding and a good replacement for
Mordenkainen's Sword.

**** HORID WILTING : (Necromancy)
Range : Long
Area of Effect / Target : Colossal
Duration : Instant
Additional Counter Spells:
Save : Fortitude 1/2
Spell Resistance : Yes
Effects : All enemy creatures within the area of effect
take
1d8 points of withering energy damage per caster
level, to a maximum of 25d8.

Great spell. it has a large area of effect, unfortunately its effects won't
stack during a Time Stop but it does a good deal of damage. Will damage
elementals. Long range so you don't need to get close to your target.

**** INCENDIARY CLOUD : (Evocation)
Range : Long
Area of Effect / Target : Large
Duration : 1 Round / Level
Additional Counter Spells:
Save : Reflex 1/2
Spell Resistance : Yes
Effects : The caster creates a cloud of smoke and embers
that
causes 4d6 points of fire damage each round to
all
creatures within the area of effect.

Decent spell. Damage over time spell. Covers a large area and can kill mid
level monsters like mummies, trolls, and the like. Doesn't seem to do
enough damage for an eighth level spell. Good spell to cast on top of
yourself if you get surrounded.

**** MASS BLINDNESS AND DEAFNESS: (Illusion)
Range : Medium
Area of Effect / Target : Medium
Duration : 1 Round / Level
Additional Counter Spells: Remove Blindness / Deafness
Save : Fortitude Negates
Spell Resistance : Yes
Effects : All enemies within a 10-ft radius are struck
blind
and deaf.

Poor spell. At this stage in the game it won't affect enough monsters to be
worth it.

**** MASS CHARM : (Enchantment)
Range : Short
Area of Effect / Target : Large
Duration : 1 Round / Level
Additional Counter Spells:
Save : Will Negates
Spell Resistance : Yes
Effects : In the eyes of the targets the personal
reputation
of the caster is improved by 50%. The caster can
charm up to twice his hit dice in creatures.

Poor spell. I guess you could charm a group of monsters and maybe a few of
them would be charmed. Never worked very well for me and I'd rather use a
different spell to kill them all.

**** MIND BLANK : (Abjuration)
Range : Short
Area of Effect / Target : Huge
Duration : 1 Turn / Level
Additional Counter Spells: Mass Charm
Save : Harmless
Spell Resistance : No
Effects : This spell renders all allies within the area of
effect immune to mind-affecting spells and
effects.
All negative mind-affecting effects are also
removed
from the target creatures.

Poor spell. Use the Lesser Mind Bank and save a slot for a better spell.
Good spell for multiplayer if several members of your party fall under a
mind spell.

**** PREMONITION : (Divination)
Range : Touch
Area of Effect / Target : Personal
Duration : 1 Hour / Level or until Discharged
Additional Counter Spells: Feeblemind
Save : Harmless
Spell Resistance : No
Effects : Grants the caster damage reduction 30/+5, and
absorbs 10 points of melee damage per caster
level
before collapsing.

Great spell. Allows the caster to see a few moments into the future. The
best anti-damage spell you have at 30/+5 damage reduction.

**** SUMMON CREATURE VIII: (Conjuration)
Range : Short
Area of Effect / Target : Point
Duration : 24 Hours
Additional Counter Spells:
Save : None
Spell Resistance : No
Effects : Summons a greater elemental of random type.

Upgrade to Summon Creature VII. Summons a greater elemental of random type.
Warning - You can't pick what elemental to summon so you may get a greater
fire elemental in a fire based area effectively wasting the spell. Use the
Greater Planar Binding instead.


**************
LEVEL 9 SPELLS
**************
Much better spells for their level than 8th level spells and a couple of
must
haves for every Wizard.

**** DOMINATE MONSTER : (Enchantment)
Range : Medium
Area of Effect / Target : Single
Duration : 3 Turns + 1 Level
Additional Counter Spells:
Save : Will Negates
Spell Resistance : Yes
Effects : The target monster temporarily becomes a faithful
and loyal servant of the caster.

What a ridiculous 9th level spell. The monster is controlled for a short
period of time and then you need to kill it. A complete waste for a 9th
level slot.

**** ENERGY DRAIN : (Necromancy)
Range : Short
Area of Effect / Target : Single
Duration : Instant
Additional Counter Spells:
Save : Fortitude Negates
Spell Resistance : Yes
Effects : The target temporarily loses 2d4 character
levels.

Excellent spell, but a maximized Enervation seems like a better spell at a
lower slot. (Level 7)

**** GATE : (Conjuration)
Range : Medium
Area of Effect / Target : Point
Duration : 1 Round / Level
Additional Counter Spells:
Save : None
Spell Resistance : None
Effects : Summons a Balor. Requires a Protection from
Alignment, Magic Circle Against Alignment, or
Aura
Versus Alignment spell (Evil) be cast first or
the
balor will attack the caster and allies.

The ultimate summon spell. Summon a Balor to do your bidding. You need to
be protected against EVIL (Use a Protection From Alignment spell) or the
Balor will attack you. Use a Circle of Alignment spell in multiplayer.

**** GREATER SPELL MANTEL: (Abjuration)
Range : Personal
Area of Effect / Target : Caster
Duration : 1 Round / Level
Additional Counter Spells: Greater Spell Breach
Save : None
Spell Resistance : No
Effects : Absorbs all incoming spells and spell-like
abilities. It can absorb up to 1d12+10 levels of
spells before collapsing.

Great spell, but an empowered Spell Mantel might be a better choice at one
level lower. (Level 8)

**** METEOR SWARM : (Evocation)
Range : Caster Centered
Area of Effect / Target : Colossal
Duration : Instant
Additional Counter Spells:
Save : Reflex 1/2
Spell Resistance : Yes
Effects : All those caught in the destruction take 20d6
points
of damage. All creatures within 5 feet of the
caster
are protected from the spell's effect.

Great spell. Does a ton of damage. (20d6) Unfortunately the spell is cast
on top of you so you need to get close to your opponents to hit several of
them and maximize the spells effects. Good spell to use if you get
surrounded. This spell worked even when I was in melee range against my
opponent so I don't know what the 5 foot protection means.

**** MORDENKAINEN'S DISJUNCTION: (Abjuration)
Range : Medium
Area of Effect / Target : Colossal
Duration : Instant
Additional Counter Spells:
Save : None
Spell Resistance : No
Effects : Attempts to strip all magical effects from a
single
target. It can also target a group of creatures,
attempting to remove the most powerful spell
effect
from each creature. To remove an effect, the
caster
makes a dispel check of 1d20, +1 per caster level
(to a max of +20) against a DC of 11 + the spell
effect's caster level. Also, this spell strips a
single enemy mage of up to 6 magical defenses or
a
group of mages of two spell protections each.
This
spell will also lower the SR of all creatures
within
the area of effect by 10.

Very powerful version of dispel magic. Will remove a lot of buffs and
magical defenses.

**** POWER WORD KILL : (Divination)
Range : Short
Area of Effect / Target : Large, Single
Duration : Instant
Additional Counter Spells: Death Ward
Save : None
Spell Resistance : Yes
Effects : This spell may be cast on a single creature or as
an
area effect. A targeted creature of up to 100 Hit
Points is killed instantly. As an area effect,
this
spell will kill all creatures with fewer than 20
Hit
Points, to a maximum total of 200 Hit Points.

The ultimate instant death spell. With NO saving throw, the only
requirement for this spell is that your enemy be under 100 hit points to
die. Use it on enemy mages in concert with Time Stop and direct damage
spells to kill them quickly. Use it on fighters that are near death or
mages that are badly Wounded.

**** SHAPECHANGE : (Transmutation)
Range : Personal
Area of Effect / Target : Caster
Duration : 1 Turn / Level
Additional Counter Spells:
Save : Harmless
Spell Resistance : No
Effects : The caster is temporarily transformed into one of
several creatures. Possible forms include: Red
Dragon, Fire Giant, Balor, Death Slaad, or Iron
Golem.

Good spell in the right circumstances. Changes you in to one of the
following of your choice: Red Dragon, a Fire Giant, Balor, Death Salad, or
Iron Golem. Warning: you are not armed with any weapons in these forms and
can only make unarmed attacks. You lose access to any of your spells and
you can't use potions to heal so you could die while in this form. The form
I would recommend is the Iron Golem. You get the most Hit points, best
unarmed attacks, and immunity to a lot of magic. Change into this form if
you fall under 100 hit points so the other mage can't cast Power Word Kill
on you or if you find yourself surrounded. An extended Tenser's
Transformation might be a better spell at a lower slot. (Level 7)

**** SUMMON CREATURE IX : (Conjuration)
Range : Short
Area of Effect / Target : Point
Duration : 24 Hours
Additional Counter Spells:
Save : None
Spell Resistance : No
Effects : Summons an elder elemental of random type.

Upgrade to Summon Creature VIII. Summons an elder elemental of random type.
Remember You can't pick what elemental to summon. Use the Gate spell
instead.

**** TIME STOP : (Transmutation)
Range : Personal
Area of Effect / Target : Caster
Duration : 1d4 + 1 Rounds
Additional Counter Spells:
Save : None
Spell Resistance : No
Effects : The caster is able stop time; casting spells,
moving
about, and attacking normally while the rest of
the
world appears suspended, as if in stasis.

The ultimate spell. You may have noticed me mentioning it before. A Time
Stop combined with a direct damage spell is lethal. The first mage to cast
this spell is the winner nearly every time. This spell puts the Wizard
versus Sorcerer debates to rest.

**** WAIL OF THE BANSHEE : (Necromancy)
Range : Short
Area of Effect / Target : Colossal, 1 Creature / Level
Duration : Instant
Additional Counter Spells: Silence
Save : Fortitude Negates
Spell Resistance : Yes
Effects : All enemies within the area of effect must
succeed
at a Fortitude save or die, to a maximum of 1
enemy
per caster level.

A great spell to cast on mages. All enemies in the area must succeed in a
fortitude save or they die. Mages don't have great fortitude saves.

**** WEIRD : (Illusion)
Range : Medium
Area of Effect / Target : Colossal
Duration : Instant
Additional Counter Spells: True Seeing
Save : Fortitude and Will
Spell Resistance : Yes
Effects : All enemies within the area of effect must make a
Will save or die. Those who succeed must then
make a
Fortitude save or take 3d6 points of damage.

A great spell to cast on fighters. Similar to the Wail of the Banshee.
Kills all enemies in an area but they now must succeed in a will save or
they die. Fighters don't have great Will saves.


*******************************************************************************

************
6- EQUIPMENT
************

With your wizard created let look at some of the equipment that you can
use
to get the most out of the class. Knowing the right spells is 3/4 of the
battle but having better equipment can often tip the scales in your favor.
Always be on the lookout for better items and don't be afraid to buy them
from
shops and temples. These are just suggestions so be creative. Try to find
the
combination that fits your playing style.

In the beginning try to buy the best equipment you can as soon as you
can
instead of relying on chance to get a good item. Money is tight in the
beginning levels so you may have to budget. It will make it a lot easier to
adventure if you have equipment that works well together instead of a hoge
poge
assortment that you have randomly collected from chests.

* HELMET: At the beginning levels you will only find helmets that give you a
+1
to your concentration skill. If you plan to solo get one as soon as you can
afford it. It may just save you. At the middle levels start looking for
something called a Circlet. There are also magic helmets called Caps.

Good things to look for in a Helmet/Cap/Circlet:

* Bonus to Intelligence to increase the power of your spells.
* Bonus to spells.
* Bonus to skills. (concentration, spellcraft, lore, hide...)
* Bonus to feats. You can find rare items that will give bonus feats when
worn.
* Immunity bonus. (critical hits, knockdown, death magic...)


* ROBES: Also called mantels and cloaks. You won't find very many cheap
robes
in the beginning that will help you so try to make do without one. As you
level you will find robes in chests and at magic shops that will be a great
help to you since you won't be wearing armor. There are lots of robes in
the game that can add bonuses to skills, AC, and spell protection. AC robes
are not much help to you because you don't engage in melee combat.

Good things to look for in a Robe:

* AC robes. Not very useful unless you engage in melee combat.
* Elemental resistance robes. (fire, ice, electrical...) Try to get +15
or
better.
* Bonus to skills. (hide, persuade, move silently...)
* Alignment robes. The ones with bonuses against evil alignment are
better.
* Cloak of Protection. Improves all saving throws.
* Improves saving throws. The most important one as wizards only have
good
will saving throws.
* Spell resistance. +10 or better.


* OUTFIT: Clothing that provides some sort of benefit to the wearer. These
are
often cheaper than robes but often don't do as much. Try to get a fire
resistance outfit early on to help protect from traps and fire based
attacks.

Good things to look for in an outfit:

* Elemental resistance. (fire, ice, electrical...) Fire is better.
* Bonus to feats especially metamagic feats. Rare, but great items.
* Bonus to skills. (hide, persuade, move silently...)


* GLOVES: At the lower levels you should find some lesser gloves (+3) to
concentration or spellcraft. Equip the concentration gloves ASAP especially
if
you don't have the Combat Casting feat. As you level up you will find
greater
versions of them (+6).

Good things to look for in a Glove:

* Bonus to skills. Especially concentration and spellcraft. There are two
kinds: Lesser (+3) and Greater (+6).
* Bonus to dexterity. Helps to raise to-hit bonus with ranged attacks.
* AC Gloves. Only if you can't find anything better.


* BRACERS: These are bands of leather or metal that are worn around the
arms.
Usually a type of armor. There are many that you can wear that will provide
marginal help.

Good things to look for in a Bracer:

* Bonus to dexterity. Helps to raise to-hit bonus with ranged attacks.
* Protection bonus.
* AC Bracers. Only if you can't find anything better.


* BOOTS: There is a lot of fancy footwear to help a wizard. These can be
expensive early on but you will soon be able to afford them.

Good things to look for in a Boot:

* Bonus to saving throws. Common ones help Fortitude and Reflex saving
throws.
* Constitution bonus. Commonly know as Boots of Striding.
* Haste bonus. Commonly know as Boots of Speed. Awesome boots that let
you
cast spells quicker and move faster.


* RINGS: Common magic item. You will start finding these right away. You
can
wear 2 rings.

Good things to look for in a Ring:

* Light (15 radius). Cyan ones are the best. Avoid Crimson ones at all
costs because the light color radiated is RED. The same color as traps.
Makes traps harder to find.
* Bonus to saving throws. Common ones help Fortitude and Reflex saving
throws.
* Ring of Protection. Improves all saving throws.
* Intelligence bonus.
* Regeneration bonus. Great rings to have on at all times. Saves healing
potions by restoring a few hit points a second over time.
* Bonus to spells.
* Elemental Resistance Rings. 15+ or better. Grants resistance to all
but
negative energy.


* NECKLACES: Not as many types as rings but still lots of variety. Also
called
amulets.

Good things to look for in a Necklace:

* Bonus to stats. Intelligence, Wisdom, dexterity, ...
* Bonus to saving throws.
* Bonus to spells.
* Bonus to skills. (hide, persuade, move silently...)
* Elemental Resistance. Single types common. (fire, ice, electrical...)
* AC bonus. Called an Amulet of Natural Armor. These will stack with
other
AC bonuses.


* BELTS: Belts are hard to find early on but become more common as level up.
Good things to look for in a Belt:

* Spell Resistance. Common trait in belts. Look for 12+ spell resistance.
* Physical Damage Reduction. Common ones resist Slashing, piercing, and
blunt damage.
* Immunity bonus.


* ARMOR: Don't even think about armor unless your planning to multiclass.
Armor requires at least 2 feats to use reliably with spells (Still Spell,
Light
Armor) and it just isn't worth it. You would really need to burn another 2
feats to get decent protection at the higher levels anyway (Medium Armor,
heavy
Armor). By then the Armor would be to heavy to use without putting more
points
into strength. You could take the Armor off, cast a spell and then put it
back on to save a feat but this isn't very practical in the heat of a
battle.


* WEAPON: Remember wizards should not get into melee combat. Take your
enemies
out from a distance especially if your soloing. If your an Elf look at
Longswords and Rapiers in case the enemy gets too close. Your main weapon
when
you start should be you Frost wand. You can take out most enemies with 1 or
2
shots from this. At the lower levels as your Frost wand becomes less
effective
use a crossbow. If you get the Point Blank Shot and Rapid Shot feats use a
Longbow or Shortbow. Look for a weapon that has nice bonuses instead of
high
damage at the middle and higher levels.

Good things to look for in a Weapon:

* Bonus to hit. A +1 light crossbow is better that a normal heavy
crossbow
because you will hit more often.
* Bonus to spells. Haste and regeneration are common.
* AC bonus.
* Enchantments on swords. Acid, Sonic, Sleep, or Daze on hit...
* Massive Critical. Doesn't happen very often but nice damage hits when
it
does, especially with Longbows.

*******************************************************************************

****************
7- MULTICLASSING
****************

I personally don't recommend that you use multiclassing with the wizard.
At 1d4 his character is just too weak and too dependant on spells to gain
any real benefits from the other classes. Just 1 less Time Stop or Power
Word Kill can really affect your wizards power at the higher levels where
Wizards excel. If you must multiclass I think the best combination is to
use a wizards skills as a second class to your main class.

* MONK / WIZARD: Great multiclass Character. I think that even a half and
half
character would work out very nicely.

* PROS
1- Monks don't wear armor.
2- Monks have access to some very powerful equipment
(monk robes, monk bracers, monk boots) that can add a huge boost to
your AC.
3- Monks have great saving throws.
4- Monks have a lot of extra feats.
5- Monks get extra speed attacks.
6- Monks can take advantage of a wizards buffing spells.
7- Monks can take advantage of the Pixie familiar for traps.

* CONS
1- Monks add wisdom to AC. Not a useful wizard stat.
2- Every level of Wizard weakens the characters hit points.

* ROGUE / WIZARD: Great multiclass Character. Add 3 Levels of rogue or
wizard.

* PROS
1- Rogues add sneak attacks.
2- Rogues can only wear light armor.
3- Elves make great Wizards and Rogues.
4- Rogues get a panther familiar for extra muscle.
5- Rogues have great reflex saving throws.
6- Having a high dexterity helps both classes.
7- Rogues can take advantage of a wizards buffing spells.

* CONS
1- You will need to use one metamagic feat on Still Spell.
2- Rogues need high charisma to take advantage of the persuade skill.
3- Every level of Wizard weakens the characters hit points.

* DRUID / WIZARD / : OK multiclass Character.

* PROS
1- Druids can only wear light armor.
2- Good low level Druid spells.

* CONS
1- You will need to use one metamagic feat on Still Spell.
2- Druids need wisdom to cast spells. Not a useful wizard stat.
3- Every level of Wizard weakens the characters hit points.

* RANGER / WIZARD: Decent multiclass Character. The best fighter based
wizard.

* PROS
1- Rangers focus on ranged attacks.
2- Having a high dexterity helps both classes.
3- Rangers can cast some divine spells.
4- Decent frontline fighter.
5- Rangers can take advantage of a wizards buffing spells.
6- Rangers can take advantage of the Pixie familiar for traps.
7- Rangers can take a panther familiar for extra muscle.

* CONS
1- Every level of Wizard weakens the characters hit points.
2- Rangers need wisdom to cast spells. Not a useful wizard stat.
3- You will need to use one metamagic feat on Still Spell.
4- Not a good pool of feats for both classes.

* FIGHTER / WIZARD: OK multiclass Character. Best combo would be F17/w3 to
get
the bluffing spells.

* PROS
1- Fighters can take advantage of a wizards buffing spells.
2- Fighters can take advantage of the Pixie familiar for traps.
3- Fighters can cast a few defensive spells.

* CONS
1- Every level of Wizard greatly weakens the characters hit points.
2- High arcane spell failure rate due to armor requirements (30%+).
3- You will need to use one metamagic feat on Still Spell.
4- Not a good pool of feats for both classes.
5- Fighters need strength for melee combat. Not a useful wizard stat.
6- Carrying a Shield increases arcane spell failure rate up to 90%.

* BARBARIAN / WIZARD: OK multiclass Character. Same Pros and Cons as a
fighter.
A little better due to dexterity helps both classes.

* PALADIN / WIZARD: OK multiclass Character. Same Pros and Cons as a
fighter.
A little better due to clerical spells and other minor bonuses.

* BARD / WIZARD: Poor multiclass Character.

* PROS
1- Bards get a panther familiar for extra muscle.
2- Wizard gain the bard song.

* CONS
1- Bards need charisma for bard songs. Not a useful wizard stat.
2- Loose a lot of skill points due to dissimilar skills.
3- Every level of Wizard greatly weakens the characters class.
4- Not a good pool of feats for both classes.
5- Shares a lot of similar spells.

* CLERIC / WIZARD: Poor multiclass Character. Same Pros and Cons as a
fighter
plus:

* CONS
1- Clerics need wisdom to cast spells. Not a useful wizard stat.
2- You end up with a lot of low level spells that are not very
useful.

* SORCERER / WIZARD: Worst multiclass Character for a wizard.
* PROS
1- You get a few more low level spells

* CONS
1- Fewer high level spells
2- Sorcerers need charisma for spells. Not a useful wizard stat.
3- Every level of Wizard greatly weakens the characters class.


*******************************************************************************

*****************
8- CLASS VS CLASS
*****************

This section will give you some ideas on how to deal with different
classes. This will help you deal with the bosses in the single player
campaign
and if you play multiplayer. These are just suggestions. If you find a
style
that works for you against another class, use it.

* VERY LOW LEVEL FIGHTS: Character levels 2 - 5

* General
1- Summon your familiar and Summon Creature
2- Cast Color Spray to try to daze your opponent
3- Buff your minions or cast Foxes Cunning on yourself to make your
spells
harder to resist.
4- Cast Invisibility or Ghostly Visage to make yourself harder to hit.
5- Heal your familiar by feeding it.

* VS Fighter, Barbarian or Monks
1- Do not engage in melee combat. Stay behind your minions.

* VS Cleric, Paladins
1- Do not engage in melee combat. Stay behind your minions.
2- Cast Frost Ray, Magic Missile, or Melfs Acid arrow to disrupt their
spell casting.
3- If they cast Sanctuary, an Invisible spell, focus your attacks on
their
minions or cast an area spell like Lesser Dispel or Web.

* VS Rogue
1- Always face your opponent to prevent sneak attacks
2- Cast Frost Ray, Magic Missile, or Melfs Acid arrow to disrupt if
they
try to cast a spell from a scroll.
3- Cast Burning Hands if you are near them and they are fighting your
minions.

* VS Bard, Rangers, or Druid
1- If a they start using ranged attacks possess your familiar and
attack
the them directly then unpossess and attack their minion.
2- Cast Sleep on their minion and get your minions to attack them.
3- Cast Burning Hands if you are near them and they are fighting your
minions.

* VS Wizard or Sorcerer
1- Try to cast your spells first. The first one to cast generally
wins.
2- Use mostly direct damage spells.
3- Cast Frost Ray, Magic Missile, or Melfs Acid arrow to disrupt their
spell casting.

* LOW TO MID LEVEL FIGHTS: Character levels 6 - 10

* General
1- Cast Improved Invisibility to make yourself harder to hit.
2- Cast Haste to speed up spell casting.
3- Summon your familiar and Summon Creature. Spiders work very nice at
these levels.
4- Buff your minions or cast Foxes Cunning on yourself to make your
spells
harder to resist.
5- Remember to heal your familiar by feeding it.
6- Fireball, Flame Arrow, Cone of Cold, Dismissal, Enervation, and
Phantasm Killer are your main weapons at these levels.
7- Stoneskin, Minor Globe of Invulnerability, and Elemental Shield are
your best buffing spells

* VS Fighter, Barbarian or Monks
1- Do not engage in melee combat. Stay behind your minions.
2- Use Ghoul Touch to paralyze them.
3- Beware of Knockdown spam attack. (Use Knockdown repeatedly.)

* VS Cleric
1- Do not engage in melee combat. Stay behind your minions.
2- Clerics are very good a removing invisibility spells and dismissing
summoned creatures so wait a few seconds before casting these.

* VS Rogues
1- If a they start using ranged attacks possess your familiar and
attack
the them directly then unpossess and attack their minion.
2- Cast Ghostly Visage to make their ranged attacks less effective.
3- Cast Flame Arrows, Melfs Acid Arrows, and Magic Missiles instead of
Fireballs.

* VS Bards and Druids
1- Try to enter Counterspelling mode to break up their spells.
2- Cast Flame Arrows, Melfs Acid Arrows, and Magic Missiles to disrupt
their spellcasting.
3- Use Enervation to weaken them.

* VS Wizard or Sorcerer
1- Use Enervation to weaken them.
2- Cast Flame Arrows, Melfs Acid Arrows, and Magic Missiles to disrupt
their spellcasting.
3- Use Dispel Magic to disrupt their invisibility spells.

* MID LEVEL FIGHTS: Character levels 11 - 16

* General
1- Cast Improved Invisibility to make yourself harder to hit.
2- Cast Haste to speed up spell casting.
3- Summon your familiar and Summon Creature.
4- Use Tensors Transformation to finish them off if they are damaged.
5- Use Mordenkainen's Sword instead of Summon Creature.
6- Use Horrid Wilting as soon as you get it as a primary attack because
most of your opponents will have some form of elemental resistance.

* VS Fighter, Barbarian or Monks
1- Do not engage in melee combat. Stay behind your minions.
2- Maxed Magic Missiles work very well.

* VS Cleric, Paladins
1- Immediately cast a Lesser Spell Mantle to stop Harm attacks
2- Use Enervation to weaken them.
3- Cast Finger of Death to kill them.

* VS Rogues
1- Spiders still work very well.
2- Use your minions to kill them as area affect spells don't work well.
3- Cast Maxed Flame Arrows, Melfs Acid Arrows, and Magic Missiles.

* VS Bards, Rangers, and Druids
1- Use Enervation to weaken them.
2- Use Spell Mantel to protect against their spells.
3- Try to enter Counterspelling mode to break up their spells.
4- Use Greater Spell Breach if they try to buff up and rush you.

* VS Wizard or Sorcerer
1- Use Enervation to weaken them.
2- Use Spell Mantel to protect against their spells.
3- Use Greater Spell Breach if they try to buff up.
4- Cast Maxed Flame Arrows, Melfs Acid Arrows, and Magic Missiles.
5- Use Buffing and Magic Resistance Spells followed by a Tensors
Transformation and engage in melee combat.

* HIGH LEVEL FIGHTS: Character levels 17 - 20

* General
1- Time Stop is the first spell that should be cast followed by your
choice of maxed direct damage spells, Save or Die Spells or Horrid
Wiltings. Finish with a Power Word Kill. This will generally end
the
battle.

If this fails use:

2- Premonition, Shadow Shield, Greater Stoneskin, and Spell Mantle are
your best buffs.
3- Summon your familiar and Greater Planar Binding creature.

* VS Fighter, Barbarian, Paladins, or Monks
1- Try to have 2 Time Stops and cast your second one as your fourth
spell
2- Use maxed damage spells first then multiple Horrid Wiltings.
3- Use a Weird spell to end the fight right away.

* VS Cleric, Druids, Rangers, or Rogues
1- Use a Time stop followed by a Greater Spell Breach and then your
choice of maxed direct damage spells, or Horrid Wiltings.

* VS Wizard, Sorcerer, or Bard
1- Use a Time stop followed by a Greater Spell Breach and then your
choice of maxed direct damage spells, or Horrid Wiltings. Finish
with a Power Word Kill. Due to low Hit points 2 - 4 Maxed Magic
Missiles followed by a Power Word Kill is all that is needed to end
the
fight.
2- Use a Wail of the Banshee spell to end the fight right away.


* POWER WORD KILL

I need to include on section on this spell as it is a vital spell to use
in
conjunction with the Time Stop spell.

At the higher levels Fighters, Barbarians, Rangers, and Paladins have an
incredible amount of hit points and hit very hard. Clerics, Druids, Wizards
and Sorcerers have a devastating array of spells. Monks, Rogues, and Bards
have some great innate resistance to spells and high saving throws. Most
opponents at this stage will also have resistance and or immunity to a range
of
spells. The Power Word Kill spell helps negate these advantages by
eliminating
99 hit points without any saving throw or immunity but only if used in the
right circumstances.

Power Word Kill will not affect your opponent unless he is under 100 hit
points. Usually this is Badly Wounded for a high level Wizard, Sorcerer,
Rogue, and Bard or Near Death for Fighters, Barbarians, Rangers, and
Paladins.
Clerics, Druids and Monks are in between this. This spell causes instant
death
if used properly. Think of the Power Word Kill as the spell that delivers
the
final killing blow and therefore should be used last to end the fight.

When to cast a Power Word Kill spell

Fighters, Barbarians, Rangers, and Paladins - Near Death
Clerics, Druids and Monks - Near Death to Badly Wounded
Wizard, Sorcerer, Rogue, and Bard - Badly Wounded

You can usually cast 3 to 5 spells while under a Haste effect during one
Time Stop. So in a fight cast Time Stop spell first, followed by your
choice of maxed direct damage spells, Save or Die Spells, or Horrid
Wiltings, and a
Power Word Kill spell last when you think an opponent in under 100 hit
points.
Remember that potions can quickly restore hit points often before you can
finish casting the Power Word Kill spell so do this while the Time Stop is
still in effect.

**** Some great damage spells for a level 20 wizard are

*Level 4 Spell
Maxed Magic Missile - 25 Hp

*Level 5 Spell
Maxed Melfs Acid Arrow - 120 Hp over 18 rounds

*Level 7 Spells
Maxed Fireball, Maxed Lightning Bolt - 60 Hp
Maxed Flame Arrow - 120 Hp

*Level 8 Spells
Maxed Cone of Cold - 120 Hp
Horrid Wilting - 25d8

*Level 9 Spells
Maxed Chain Lightning - 120 Hp to first opponent, 60 Hp
to
secondary opponents

**** Some great Instant Death spells are

Finger of Death - Wizard, Sorcerers, Bards, or
Rogues
Wail of the Banshee spell - Wizard, Sorcerers, Bards, or
Rogues
Weird spell - Fighters, Barbarians, or Monks


*******************************************************************************

***************
9- SOLOING TIPS
***************

If you want to try and max out your wizard as quickly as possible then
you
need to go adventuring alone without help. This is called soloing. Most of
the Wizard guides that I have read didn't recommend that a wizard or
sorcerer
go adventuring alone without help as this class is too weak to survive the
early encounters. Soloing is difficult for a wizard or sorcerer and it
requires both patience and tactics early in the game. Latter in the game it
becomes much easier although you still need to plan your attack carefully.
Here are some tips for those who are bold enough to solo as a wizard.

Here is an example of a character that I used to solo successfully during
the
single player campaign. Using this character I was able to reach Level 19
just
after I started Chapter 3 in the game.

* RACE: Elf IMO the best race for a wizard especially you plan to solo.
Elves
have the following bonuses:

* Keen Senses, Skill Affinity (Search) - Helps you spot traps so you don't
need to use your familiar or a henchman.
* Skill Affinity (Listen), Skill Affinity (Spot), Low Light Vision - Helps
you scout ahead and spot monsters at longer range so you have more time
to
plan your attack.
* Bonus Proficiencies (Longsword, Rapier, Shortbow, Longbow) - Gives you
access to good melee weapons and bows without the need to take an
additional feat.
* Hardiness to Enchantments - Helps you resist the effects of mind spells.
* Wizard is an elves favored class so you don't get any experience points
penalties for multiclassing.
* +2 Dexterity helps with ranged attacks.

* Ability Score:
Str 10
Dex 12
Con 12
Wiz 10
Int 18
Cha 8(-1)

You can raise your ability scores by one point at levels 4, 8, 12, 16, 20.
Put your first point in to Dex and every other point into Int.

* SKILLS: In addition to your class skills (Concentration, Spellcraft, Lore,
Heal) I'd recommend these skills to help you survive.

* Disarm Trap - Just one point here will allow you to disarm the vast
majority of traps you encounter right up to the middle of the game.
* Set Trap - You find traps in chests all the time so put a couple of
points here and use them. Helps you conserve your spells. More
powerful
than level 1, and 2 spells.
* Move Silently - Helps you sneak up on an opponent and get the first shot
off. You get a bonus on your attack if your opponent does not see you
and is not prepared (flat footed).
* Hide - Allows to escape your opponents if you need to run because you
are out of spells or low on health.

* FEATS: Your going too need to specialize here so you can maximize your
chances to survive the early encounters. I will list the feats here in the
order I would take them.

* Level 0 - Spell Focus (Illusion) - Gives you more spells. Your spells
are
not that strong in the early levels so any help can be a huge boost. I
choose
the Illusion school because I never used spells from the enchantment school
very much.

* Level 3 - Point Blank Shot - The reason for choosing this feat over
Combat
Casting will become apparent in the Tactics section. I wanted to help my
attacks on weaker monsters with my Longbow to save my spells for the
stronger
ones.

* Level 4 put 1 ability point into Dex for the Rapid Shot Feat. Every
other
point should go to Int.

* Level 5 - Spell Focus (Evocation) - Your going to have access to Level 3
Evocation spells at this point so you may as well maximize their
effectiveness
against the tougher monsters that you come up against. This will make your
Fireball spell even more deadly.

* Level 6 - Rapid Shot - With this feat you can kill 2 - 4 weaker monsters
just using your Longbow and a Haste spell. This can really help you
conserve
your spells. You can go for longer periods of time without resting to
rememorize your spells.

* Level 9 - Toughness - IMO having more hit points is more important
earlier
than later. Will give you a 9 bonus hit points and one more hit point at
each
level up.

* Level 10 - Great Fortitude - Allows you to better resist poison and
contagion from your encounters with spiders and mummies.

* Level 12 - Spell Penetration - The monsters your are going to face will
be
tougher so make your all your spells more deadly.

* Level 15 - Spell Focus (Necromancy), Empower Spell - You gain access to
some great Necromancy spells like Finger of Death and Horrid Wilting. Good
time to start using Empowered Fireballs and Ice Storms.

* Level 18 - Maximize Spell - You will want to start using maxed Cone of
Colds to take down the tougher monsters.

* Level 20 - Extend Spell - Extend your higher level buffing spells like
Shadow Shield and Tensors Transformation to help you survive the difficult
encounters.

* TACTICS: Here are the tactics I used. These tactics only apply to
soloing.
You should also read my "TIPS AND TRICKS" section for some great general
purpose tips.

* EARLY GAME: Character levels 2 - 9. In the early levels you will be
relying on 4 attack tactics primarily to win your battles. At this
level
You have very low hit points and 1 - 3 melee blows will be enough to
kill
you. Don't get in to melee combat. Run away if you have to or use an
invisibility spell. This is the main reason I didn't choose the Combat
Casting feat. You need to conserve your spells as much as possible so
you
can use them against the harder monsters. Most of these tactics will be
used during your entire career but they are vital in the early levels.

* Fishing: I call this tactic fishing. If you spot a group of weaker
monsters get into the visual range of only ONE of them. When he
spots
you get him to chase you about 1/2 a screen away from his buddies
BEFORE
you attack him. This is to make sure that when he dies his buddies
will
not hear his death cry and come running to help him. Begin your
attacks
with your Bow and finish him with your Longsword. Repeat this tactic
on
his buddies until they are all dead. Only use your spells if you
have
to. You can clear entire sections using this tactic without using
any
spells and most will die from arrows running to you.

* Traps: Setting traps is a great way to save spells and can often end
the
encounter as soon a they set off a trap. For a trap to work
effectively
set them on front of doorways or any other confined area and then use
your bow to bait the monsters in to the trap. Always aim for the
center
monster so the whole group comes after you. If your firing a ranged
attackers then hit them with an arrow wait until they get closer and
then move a little way back so they will trip the trap trying to get
within range of you. For tougher monsters set multiple traps in
hallways and bait them in to each one of them.

* Coup de Grace: Ok you tried to fish one guy out and now you have 4
bearing down on you. What to do? First try to kill one of them
using
your bow. When the group gets about 1 second away cast a Color Spray
spell. This will daze 1 or 2 two of them letting you do a Coup de
Grace
attack with your Longsword killing them instantly. Now focus your
attack on the one that did not get dazed.

* Hit and run: You will have to take out a strong monster every so
often
and these guys won't go down with arrows. Take them out using hit
and
run tactics. Most NPCs can't open doors and won't pursue you if they
lose sight of you. Use this to your advantage. Cast 1 or 2 direct
damage spells like Melfs Acid Arrow, Magic Missile, or Fireball and
then run around a corner. Cast 1 or 2 spells and then run into a
house.
Cast 1 or 2 spells and then close the door. Use your best spells and
don't confront them until they are near death.

* Summon Creature 1: When you get to level 7 start casting this spell.
You will get more experience points and level faster if you kill a
monster with a dire badger than by yourself at this stage. You won't
get a lot more initially but as you gain more levels the amount will
dramatically increase. Use your buffing spells, invisibility, and
healing potions to help keep him alive. You can also have him
stand his
ground before you enter a battle to keep him out of a fight. Just
remember to have him follow after the fight. This is a real cheesy
tactic and a lot of people complain about it but losing experience
points for using your familiar in a fight is also lame so you may as
well use the rules to your advantage.

* Henchmen: Just because you solo doesn't mean you can take advantage
of
henchmen. Every henchman is looking for an item and will give you a
reward if you find it for them. Hire each henchman, have them talk
about themselves and then release them from your service. You only
need
to pay them once. When they talk to you they will give you clues as
to
what is the item they are looking for. Go back each time you
level up, hire and talk to each one and they will tell you more about
themselves and give you more clues. Return the item they are looking
for an they will give you a magic item as a reward. Boddyknock has a
VERY good magic item for wizards. The others also give good rewards
as
well. Note: you must find the item they are looking for before you
complete the chapter or you will not get a better replacement in the
next chapter nor find the original item they were looking for as you
can't go back to a previous chapter.

* MID GAME: Character levels 10 - 16. At these levels you get more
powerful
spells and area effect spells. Your tactics will be similar because the
game will throw tougher opponents at you but your new array of spells
will
let you stand up to them better.

* Boots of Speed: I have to make mention of these Boots as they will
dramatically change how you play the game when you solo. The boots
give
the wearer a permanent haste effect. This frees a spell slot giving
you another spell to use for something else. Scouting and fishing
tactics are much more effective when your wearing them. You can also
cast more spells which makes hit and run tactics with your old spells
seem like a different attack altogether. Buy or equip these boots as
soon as you find them.

* Area Effect spells: By now you should have a good selection of area
effect spells to use. The area affect spells should always be used
first followed by individual attack spells. Use these to clear out
lower monsters and soften up the stronger ones. Use the cloud
varieties
with your bow to setup traps in doorways, city streets, and hallways.
The lightning spell is particularly good on undead. Bait the undead
to
follow you in to a hallway to use them. Use the Fireball spell in
place
of your bow for hit and run attacks.

* Tensors Transformation: You should always have one of these spells
available as soon as you can. This spell will be a key spell for
Wizards that solo. Use the spell to escape if your character is
losing
hit points rapidly. Transform and then get out. Use this spell to
take
down a boss monster after all your other spells have been used. This
spell can also save you if you get surrounded by tough monsters or
help
you finish off a tough monster. Remember Tensors doesn't last long
but
the effects of most buffing spells like Stoneskin and Shadow Shield
will still be in effect after you cast the spell. So buff up first
then cast this spell. This spell dramatically increases fortitude
saves
so encounters with spiders and mummies won't be such a pain.

* LATE GAME: Character levels 17 - 20. Here you reach the pinnacle of
your
power and you should be able to slaughter just about anything that comes
your way. Time Stop, maxed spells, Horrid Wilting and save or die
spells
along with Premonition will be you main weapons. Always scout ahead and
memorize the right spells to crush your opposition. Fire spells are of
no
use against Fire Elementals but a few Cone of Cold spells will kill them
right away.

* Time Stop: As soon as you get to level 17 memorize this spell. This
is
the wizards ultimate spell. You can use this spell in a variety of
ways. The ultimate hit and run - Cast Time Stop and then rush in and
cast 3 spells and run out. Run in and just before the enemies get to
you cast Time Stop and then cast your best area of effect spells.
Sneak
up to your enemies cast time stop and then your best area of effect
spells and you will catch them all flat footed for extra damage.
Cast
Time Stop to steal items from powerful opponents without fighting
them.

* Maxed Spells: Cone of Cold, Flame Arrow, Chain Lightning, and
Fireball
are examples of mid level spells that can be turned into spells of
massive destruction when they are maximized. Use these spells with
Time
Stop to annihilate your opponents before they can even get a shot
off.

* Save or Die Spells: These are save throw spells where your opponent
has
to make the right saving throw or die instantly. Examples of these
spells are Wail of the Banshee (Fortitude) and Weird (Will). Use
Wail
of the Banshee on enemy mages and Weird on fighters. Cast both these
spells after a Time Stop to quickly clear an area of opponents.

* Horrid Wilting: Cast this spell on foes that are resistant to
elemental
dammage. This spell doesn't stack so you need to cast a second
Horrid
Wilting a second or two after the first one. Good spell to use
before a
Time Stop. It has long range and can target a group of opponents.

* Power Word Kill: One of the best spells you have for single combat.
Just get an opponent under 100 hit points (badly wounded or near
death)
and cast this spell. This spell has NO saving throw. So it is
always
lethal. Should be the last spell you cast after a time stop.

*******************************************************************************

*******************
10- TIPS AND TRICKS
*******************

Here are some added tips to help you get the most out of your wizard.
Also
check out the "SOLOING TIPS" section for more useful tips. Have fun.

* Scouting: As weak as you are as a wizard you can't afford to get into
melee combat so scout a head to see what your going up against. Is it 1
monster or 4? Is it a tougher monster? Right Click on the NPC and click
the
eye icon to find out. Proceed slowly and methodically and have an area of
retreat planned in case you need to run.

* Potions: Don't hoard these in the single player campaign, especially
healing potions. They are not expensive, they don't take up much space and
you find them everywhere. Always have at least 5 but never more than 10 of
each kind on you at one time. If your wounded use a potion to heal instead
of resting if you still have spells left. Use a potion when your hit points
drop below the halfway mark so you can always survive 1 big attack.

* Treasure: Search everywhere for treasure. Break down the doors of homes.
Bookshelves, drawers, and corpses all have treasure. Don't be picky, in the
early levels a torch or a book is worth 2 gold pieces. When you can't carry
anymore go back and sell them. Later on you can be more picky and only
collect
the good treasure. ALWAYS identify an item before selling it.

* Buffing: Buffing spells are vital during the early part of the game.
Always
cast them on yourself or your familiar and henchman and rest immediately
after
their effects wear off so you can recast them. Never go into a fight before
using them.

* Frost Wand: You should use your Frost wand to attack weak monsters and
open
doors and chests. Early in the game the Frost wand will do as much damage
as
an arrow. Start using your bow when you start getting 2 hit points or less
out of each attack. Always use the Frost wand to open locked doors and
chests
until you get to the mid levels.

* Gold: Gold does no good sitting in your pocket so spend it. Keep a few
hundred gold pieces just in case you need it for bribes or to return back to
a
place via the temple. You won't need any money for identifying items
because of your class unless you get real lucky. If you do get lucky then
just buy an
Identify spell scroll for 42 Gold and drag to your spell book. It's cheaper
than an identifying the item at a temple or merchant.

* Armor Class: AC is negligible to a Wizard. At low levels you won't have
enough hit points to engage in melee combat and at higher levels any fighter
will have too high to-hit bonuses so AC doesn't matter. Your defense will
come from Damage Reduction spells like Stoneskin.

* Melee Combat: If you choose elf as your race use your bows at range and
then
quickly switch to a Longsword or Rapier on EASY monsters only in melee
combat.
This will help you save on spells and arrows. You can actually get quite a
lot
of mileage out of this when you get a regeneration ring. DONT use this
tactic on mid level or harder monsters. Use spells and hit and run tactics
with your bow to finish off these guys.

* Saving Throws: Wizards only have good will saves. For a Wizard to
Fortitude
save against a Wail of the Banshee spell he needs at least a DC of 23 (Base
DC
10, +9 (lv9 spell), +4) *** Wizard must have an INT of 19 to cast a Wail of
the
Banshee so that's a +4 bonus.*** Same For a Reflex save against Enhanced
Fireballs, Dragon Breath, trap damage... Use a combination of equipment and
spells to get this higher.

* Chests: It is better to try to open a chest rather than bash it open as
you
can significantly lower your treasure haul if you bash it open in many
cases. Most of the chests have the same treasure in them for OnDeath and
OnOpen. HOWEVER, most of the BOSS treasure chests and some of the others
have
DIFFERENT treasure for them. Use a Knock spell or Pixie familiar to open
these.

* Weapons: Always upgrade your weapons. Don't wait for a lucky break to get
a
good weapon from a chest. As you level up the game will become harder so
you
need to upgrade your weapons to match.

* Spells: Don't be afraid to buy spells from a merchant if you have the
money.
When you level up only get to choose a few spells so if there is another
spell
you want after you level up try buying it from the temple or a merchant.

* Quickbars: You can drag inventory items or spells to the quickbar (hot
keys)
for quick and easy access. Pressing the Shift and Ctrl button will show a
different quickbar so you get 36 button assignment slots. Drag your most
powerful spells and equipment to it. I try to keep mine organized with my
best
spells in the first one, buffing spells the shift one and equipment in the
Ctrl one. Update these quickbars as you gain new spells and equipment.

* Familiar: You can heal your familiar easily by feeding it. Click on your
familiar Press 4 to feed him and 1 to end dialog. You can do this at any
time
even during combat. You can also take control of your familiar by
possessing
him. This is how you can use him to scout for you.

* If you get badly wounded switch to a weapon with vampiric regeneration to
help you gain hit points in a fight. Arrows of this type can be very
useful.

* Save often: You can't be sure what might be waiting for around the
corner.
It really stinks to beat a tough NPC, and then get killed by a weak one that
you missed while your raiding the treasure chests. Now you have to play for
an hour to get back to where you were. I always save before and after a
tough
fight or any duration longer than 15 minutes.

* Character creation: This is a game where you want to plan your character
out. Study the pros and cons of each class and race and plan what you want
to
do at each level up so you can get the most out of your character. This can
make a big difference on how you play the game and how strong your character
is. I also save before I level up so if I don't like the feat or spells I
picked I can go back and change them.

* Tab Button: When you press the Tab button everything that you can interact
with like NPCs, treasure chests, and enemies will highlight on the screen.
This will help you locate enemies and find hard to see items like loot bags
and
dropped weapons. Any opponents will highlight in red while chests, doors,
and
items will be in green.

* Endurance: Don't rest if you have cast an Endurance spell and you are
under 9 hit points. If you do rest, the spell will wear off and you will
instantly die. Use a healing potion or go see a Cleric at the temple before
the spell wears off.

* Protection Items: Protection items (Ring of Protection, ...) improve
saving throws and are universal so they don't stack. Use only 1 ring,
cloak, or necklace of this type.

* Enchanted Items: There are a lot of enchanted items that let you cast more
spells like wands, staffs, and rings. These can be placed on a hot key
button to quickly use the spell.

* Bonus Experience: If you kill farm animals like cows, dogs, or chickens
and
docile forest animals like deer you can get some easy experience points.
While you might think that this would affect your Alignment score it doesn't
and it will not change how NPC characters interact with you. You will only
get
a few points for killing each one but it does add up. You can get over a
hundred easy points of experience at each farm house using just your
crossbow
or a few high level spells. This is the same as killing one high level
monster
with practically no danger of getting hurt.

* Bags of Holding: Buy bags of holding whenever you find them. They are
expensive early on but you will make less trips back to sell your loot.
They also work well to help organize the loot you want to keep like potions,
weapons, and magic items so you can find them easier.

* Save Weight: Place enchanted items like staffs and rings in Bags of
Holding and then drag them to the Quickbar to access their spells. This is
a great way to save weight and still use the items. Place equipment like
weapons, gloves, robes... in the bag and then drag them to the Quickbar so
you can quickly equip them. Works well for specific circumstances and saves
weight. Always put your equipment back when your finished with it.

* Spell Mantle: An easy way to get past Spell Mantles is to cast a Fireball
spell near the mage instead of targeting him. This way the mage will still
get damaged instead of having the Spell Mantel bock it's effects. Another
way around them is to use the shadow variant spells like Shadow Conjuration,
Greater Shadow Conjuration, and Shades.

* Horrid Wilting: Horrid Wilting spells don't stack and really don't take
effect until after a Time Stop so you should cast these after your direct
damage spells and be ready to cast a Power Word Kill after the Horrid
Wilting spells.

Here are some multiplayer tips to help you play a wizard within a group.

* Buffing Spells: Here is a list of good buffs to cast on your party. I am
only listing the spells that affect more than one person.

Invisibility Sphere, Magic Circle of Alignment, Mass Haste, Protection
from Spells, Mind Blank

There are other great buffs you can cast but those will only affect one
member of your party. Most will help all classes but a few are geared for
specific circumstances and some will only help specific classes. For
example; the Eagles Splendor will not help your fighter or barbarian except
in an unusual circumstance but it will always be invaluable to your
sorcerer. Learn what each spell does and what spells work well for each
Class so you don't waste a spell by casting it at a time or on a class that
will gain no benefit.

* Area of Effect Spells: Make sure you know what rules you are playing under
before casting any area of effect spells. The default rules in the single
player campaign of Neverwinter Nights do not let your allies get damaged
from your spells BUT Hardcore DND rules will. Spells like Lightning, Flame
Arrow, and Magic Missile work better under Hardcore DND rules when your
fighters are engaged in melee combat.

* Conserve Spells: Many parties that you travel with will not have a lot of
patience if you need to rest after every fight so try to conserve your
spells by learning what each can do and by casting spells at different
targets instead of focusing on one. It is overkill to use a Cone of Cold
spell to do 5 points of damage so switch to your bow or use a Frost Ray.

* Roleplay: Try not to do too much. Its not your job to unlock chests with
the Knock spell or bash open doors with a Fireball. Let the other members
of your party play their roles so you can conserve your spells for when your
party really needs them.

* Spells: You will get higher level spells like Fireball and Time Stop 1
level before your Sorcerer so switch roles with him if he is willing. Your
party will benefit from the higher level damage spells if you do.




*******************************************************************************




 
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