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battles.
* COLOR SPRAY: Not only hits an area, but deals a lot of helpful ailments. Only blinded enemies can do something... and with a 50% failure chance.
* MAGIC MISSILE: some people prefers Burning Hands than this and it's OK for the first few levels... but i prefer my Wizard not keep so close at later levels just for covering a wider area. The nearer you're the more chances an enemy will chose to use you as a punchin' bag. Also look at maximum damages:
Burning Hands: 5-20 with reflex save for half damage or even no damage (rogues)
Magic Missile: 10-25 with no saving throw
Well... I personally prefer something that never misses, specially against enemy mages.
* IDENTIFY: You'd have one or two id scrolls at hand always, don't memorize. Remember that identify an item does cost 100gp... and an identify spell just 42gp (and you can identify more than one item with this).
* SLEEP: Nice for crowd control. Wide area. Now you can take out lesser minions so you can concentrate on BOSSES first
* SUMMON CREATURE I: No way a Wizard can live without this. Always have a minion present; of course, replace with a higher summon when available. The badger's stats are poor, but you can use it as a meat shield for your familiar to flank
==============
LEVEL 2 SPELLS
==============
* BULL'S STR & the like: These are pretty decent spells. All of them increase one of the main stats during a lot of time. Having one or two at most casted at all times can be really beneficial. Special mention to FOX's CUNNING (a + bonus to INT can really help on making your spells harder to avoid, help your concentration and your spellcraft skills).
* GHOSTLY VISAGE: ten points of damage resistance against weapons lesser than +2, plus full immunity against spells of lv0 and lv1. duration's pretty good too.
* LESSER DISPEL: Your first Jack-of-all-Trades counter. Remember you can always use Dispel type spells as universal counters.
* RESIST ELEMENTS: Nice 20 damage reduction against all elemental types. Specially useful of big multiplayer arena-type games where Fireballs are commonly the first attack from both sides.
* SUMMON CREATURE II: As same as level one, but now you summon a dire boar; more powerful than the badger.
* WEB: Good crowd control spell. Hold enemies and Coup-de-Grace them.
==============
LEVEL 3 SPELLS
==============
* DISPEL MAGIC: Your main dispeller for a long time
* FIREBALL: Powerful crowd control spell. Up to 60 damage with a lv10 fireball. Be warned of rules used in your current game (you don't want to toast your own allies, don't you?)
* HASTE: Haste is your friend. Haste kicks @$$. Haste your allies at all times (well, not at all times but every time you face a boss). Chop-suey guaranteed.
* PROTECTION FROM ELEMENTS: Now we have 30 damage resistance against elements. Will last an average level fireball.
* STINKING CLOUD: Another crowd control spell. Again, daze'em all and start killin'
* SUMMON CREATURE III: This one's much better than the previous, nice HP, good attack... and knockdown for wolvie. Just wanted him to use knockdown more frecuently... any oponent down is ready for tearing-time.
==============
LEVEL 4 SPELLS
==============
* CHARM MONSTER: Here you have the same charm spell of level 1... but now you can use on nearly every living creature you find. Look for combat types.
* ELEMENTAL SHIELD: 50% damage reduction to cold & fire. Combine with any resist spells
* ENERVATION: gosh!. Much better in many ways than curse spells. Target loses 1d4 points of nearly everything!! (to-hit, damage, defense...) target even loses memorized spells (higher spell levels the first ones disapearing)
* IMPROVED INVISIBILITY: specially useful thrown on a combat-type hireling. Try it
* LESSER SPELL BREACH: Your first anti-magic user spells. have one always at hand.
* POLYMORPH SELF: U wanna help your allies/henchman/minion/familiar? just cast this and chose Troll or Umberhulk. Happy hunting. Be warned that your life is not very high...
* STONESKIN: Ouch. First full damage resistance spell (10/+5). The first 10 points of ANY kind of damage target recives are blocked. SO... who wants to take 10 less damage points on any hit?.
* SUMMON CREATURE IV: Now you have spidey helping you. You lose knockback but gain free poison attacks at all times. DC26 in order to save from poison, so any Spidey hit is almost a guaranteed poison hit too (usually enemies don't last long so they can take secondary poison damage).
==============
LEVEL 5 SPELLS
==============
* CONE OF COLD: A most powerful ice version of the fireball; limited to 120 max damage.
* DOMINATE PERSON: Thi's not a charm. You take FULL CONTROL of the target. Just make him/her suicidal (trap triggering comes to mind) when don't need him/her anymore
* ENERGY BUFFER: Now you get 40 point damage resistance against elements
* FEEBLEMIND: Ouch!!!, Spellcaster's bane. You must be at least lv9 to cast this spell... and target loses 'x'd4 INT where 'x' is your level. So, at least you make your target lose 9d4 INT points (leaving him at INT 1 at most). The first mage succesfully casting this wins, remember.
* LESSER PLANAR BINDING: Now you start summoning outsiders to help you, must chose what you prefer... this or Creature summoning. Outsiders are more powerful, but last a very short time.
* LESSER SPELL MANTLE: Now you don't block damage, but full spell levels. Have in mind that a fireball thrown at your feet - without having you as the target - still will damage you.
* SUMMON CREATURE V: Now it's a Bear (yep, a bear, not a Tiger) the helper. Lotsa fun, but must chose this or Planar Binding
==============
LEVEL 6 SPELLS
==============
* CHAIN LIGHTNING: Just don't waste time repositioning yourself for a well placed cone of cold. You lose a little damage to secondary targets but gain auto targeting ability.
* CIRCLE OF DEATH: Awesome crowd control spell. Most BOSS accompanying minions will fall to this leaving yourself and your allies to deal with the BOSS itself.
* GREATER DISPELLING: Now we start talking of real counter power
* GREATER SPELL BREACH: Twice as powerful as lesser breach.
* GREATER STONESKIN: ... and this twice as powerful as stoneskin... 20/+5 damage reduction.
* MASS HASTE: One spell, all allies (yourself included) hasted. Gotta go wild!! just cast and see your allies start doing major damage. Better than casting haste four times, next three rounds you should do something better than casting more hastes...
* PLANAR BINDING: More powerful outsider come to aid. Remember chosing between this or
Summon Creature.
* SUMMON CREATURE VI: Paper Tiger comes to help. So damn strong. Nice tank.
==============
LEVEL 7 SPELLS
==============
* DELAYED BLAST FIREBALL: You've had to wait a lot till obtained this, but it's so damn killer; place some of these near an unaware enemy an lure him to the trap (posess familiar anyone?). When target enters the area... BAOUM!!
* FINGER OF DEATH: Not very good (saving throws are just very high at those levels) but some creatures can fall to this.
* MORDENKAINEN'S SWORD: Summons a pretty looking creature with a big sword to chop-chop for you. Chose between this and elementals.
* PRISMATIC SPRAY: Damn powerful for crowd control. Any creature in the area of effect must save against one of two saving throws (type depends of the color that touches them) or will get damaged, fucked, crushed, petrified, banished... sweet!!. Too bad you cannot chose all seven effects to converge on a single creature...
* SHADOW SHIELD: Nice combination of Stoneskin, Mage armor and some immunities. All in one.
* SPELL MANTLE: More spell block-level than the lesser mantle
* SUMMON CREATURE VII: Now you start summoning elementals rather than creatures. Be warned that the elemental called is random, so you might summon a Fire Elemental in a fire-based dungeon or something like this...
==============
LEVEL 8 SPELLS
==============
* GREATER PLANAR BINDING: Celestial Fury!!... Celestial Powa!!... Celestial avenger comes to chop enemies!!.
* MASS CHARM: You'll like this against large armies of enemies. Charm 25-50% of enemy creatures then sit and watch enemies killing themselves for you. Then take care of the rest.
* MIND BLANK: No charming-dominating your allies with this spell
* PREMONITION: Mega stone skin... 30/+5 damage reduction.
* SUMMON CREATURE VIII: Bigger elemental comes to aid here... beware of the elemental type.
==============
LEVEL 9 SPELLS
==============
* GATE: Death incarnate comes to your plane to play a little with your enemies. You need to be protected against EVIL (A protection from Alignment should do the job) or the Balor summoned will be able to attack you too.
* MORDENKAINEN'S DISJUNCTION: Most powerful dispel magic in the game
* POWER WORD O' KILL: No save throw. kill enemy mages with this. The first one casting this succesfully is the one who wins. Hope your initiative roll is better than enemy
Mage's...
* SHAPECHANGE: If one Balor isn't enough, then shapechange into another one...
* TIME STOP: When you cast this the rest of the world gets stopped for some rounds, just do what you want in that time (cast meteor swarms, cones of cold, power words o' kill, summonings...) this is THE SPELL.
* WAIL OF THE BANSHEE: Nice caster-killing spell. All enemies in the area must success in a fortitude save or they AUTOMATICALLY die. Remember that fortitude saves are wizard's bane.
* WEIRD: Pretty much like Wail of the Banshee... kills all in an area but now the save throw is a will one. Combat types oriented.
------------------------------------------------------------------------------------------
=============
V-. EQUIPMENT
=============
Now that we have our Wizard already created, it's time to place the best equipment we can afford/find on him/her. These are my own equipment ideas, so feel free to change your
Wiz's equipment so it will fit your playing style.
* HEAD: At first levels you'll not have level prequisites/won't be able to afford a magical helmet, so just a plain one will do. It'll look kinda weird on a Wizard (specially on a female one...) but gives concentration skill +1 and no penalizations; at higher levels you should start looking for a Thieves Cap or similar.
Bonuses you should look in a HELMET/CAP:
* COLOR SPRAY: Not only hits an area, but deals a lot of helpful ailments. Only blinded enemies can do something... and with a 50% failure chance.
* MAGIC MISSILE: some people prefers Burning Hands than this and it's OK for the first few levels... but i prefer my Wizard not keep so close at later levels just for covering a wider area. The nearer you're the more chances an enemy will chose to use you as a punchin' bag. Also look at maximum damages:
Burning Hands: 5-20 with reflex save for half damage or even no damage (rogues)
Magic Missile: 10-25 with no saving throw
Well... I personally prefer something that never misses, specially against enemy mages.
* IDENTIFY: You'd have one or two id scrolls at hand always, don't memorize. Remember that identify an item does cost 100gp... and an identify spell just 42gp (and you can identify more than one item with this).
* SLEEP: Nice for crowd control. Wide area. Now you can take out lesser minions so you can concentrate on BOSSES first
* SUMMON CREATURE I: No way a Wizard can live without this. Always have a minion present; of course, replace with a higher summon when available. The badger's stats are poor, but you can use it as a meat shield for your familiar to flank
==============
LEVEL 2 SPELLS
==============
* BULL'S STR & the like: These are pretty decent spells. All of them increase one of the main stats during a lot of time. Having one or two at most casted at all times can be really beneficial. Special mention to FOX's CUNNING (a + bonus to INT can really help on making your spells harder to avoid, help your concentration and your spellcraft skills).
* GHOSTLY VISAGE: ten points of damage resistance against weapons lesser than +2, plus full immunity against spells of lv0 and lv1. duration's pretty good too.
* LESSER DISPEL: Your first Jack-of-all-Trades counter. Remember you can always use Dispel type spells as universal counters.
* RESIST ELEMENTS: Nice 20 damage reduction against all elemental types. Specially useful of big multiplayer arena-type games where Fireballs are commonly the first attack from both sides.
* SUMMON CREATURE II: As same as level one, but now you summon a dire boar; more powerful than the badger.
* WEB: Good crowd control spell. Hold enemies and Coup-de-Grace them.
==============
LEVEL 3 SPELLS
==============
* DISPEL MAGIC: Your main dispeller for a long time
* FIREBALL: Powerful crowd control spell. Up to 60 damage with a lv10 fireball. Be warned of rules used in your current game (you don't want to toast your own allies, don't you?)
* HASTE: Haste is your friend. Haste kicks @$$. Haste your allies at all times (well, not at all times but every time you face a boss). Chop-suey guaranteed.
* PROTECTION FROM ELEMENTS: Now we have 30 damage resistance against elements. Will last an average level fireball.
* STINKING CLOUD: Another crowd control spell. Again, daze'em all and start killin'
* SUMMON CREATURE III: This one's much better than the previous, nice HP, good attack... and knockdown for wolvie. Just wanted him to use knockdown more frecuently... any oponent down is ready for tearing-time.
==============
LEVEL 4 SPELLS
==============
* CHARM MONSTER: Here you have the same charm spell of level 1... but now you can use on nearly every living creature you find. Look for combat types.
* ELEMENTAL SHIELD: 50% damage reduction to cold & fire. Combine with any resist spells
* ENERVATION: gosh!. Much better in many ways than curse spells. Target loses 1d4 points of nearly everything!! (to-hit, damage, defense...) target even loses memorized spells (higher spell levels the first ones disapearing)
* IMPROVED INVISIBILITY: specially useful thrown on a combat-type hireling. Try it
* LESSER SPELL BREACH: Your first anti-magic user spells. have one always at hand.
* POLYMORPH SELF: U wanna help your allies/henchman/minion/familiar? just cast this and chose Troll or Umberhulk. Happy hunting. Be warned that your life is not very high...
* STONESKIN: Ouch. First full damage resistance spell (10/+5). The first 10 points of ANY kind of damage target recives are blocked. SO... who wants to take 10 less damage points on any hit?.
* SUMMON CREATURE IV: Now you have spidey helping you. You lose knockback but gain free poison attacks at all times. DC26 in order to save from poison, so any Spidey hit is almost a guaranteed poison hit too (usually enemies don't last long so they can take secondary poison damage).
==============
LEVEL 5 SPELLS
==============
* CONE OF COLD: A most powerful ice version of the fireball; limited to 120 max damage.
* DOMINATE PERSON: Thi's not a charm. You take FULL CONTROL of the target. Just make him/her suicidal (trap triggering comes to mind) when don't need him/her anymore
* ENERGY BUFFER: Now you get 40 point damage resistance against elements
* FEEBLEMIND: Ouch!!!, Spellcaster's bane. You must be at least lv9 to cast this spell... and target loses 'x'd4 INT where 'x' is your level. So, at least you make your target lose 9d4 INT points (leaving him at INT 1 at most). The first mage succesfully casting this wins, remember.
* LESSER PLANAR BINDING: Now you start summoning outsiders to help you, must chose what you prefer... this or Creature summoning. Outsiders are more powerful, but last a very short time.
* LESSER SPELL MANTLE: Now you don't block damage, but full spell levels. Have in mind that a fireball thrown at your feet - without having you as the target - still will damage you.
* SUMMON CREATURE V: Now it's a Bear (yep, a bear, not a Tiger) the helper. Lotsa fun, but must chose this or Planar Binding
==============
LEVEL 6 SPELLS
==============
* CHAIN LIGHTNING: Just don't waste time repositioning yourself for a well placed cone of cold. You lose a little damage to secondary targets but gain auto targeting ability.
* CIRCLE OF DEATH: Awesome crowd control spell. Most BOSS accompanying minions will fall to this leaving yourself and your allies to deal with the BOSS itself.
* GREATER DISPELLING: Now we start talking of real counter power
* GREATER SPELL BREACH: Twice as powerful as lesser breach.
* GREATER STONESKIN: ... and this twice as powerful as stoneskin... 20/+5 damage reduction.
* MASS HASTE: One spell, all allies (yourself included) hasted. Gotta go wild!! just cast and see your allies start doing major damage. Better than casting haste four times, next three rounds you should do something better than casting more hastes...
* PLANAR BINDING: More powerful outsider come to aid. Remember chosing between this or
Summon Creature.
* SUMMON CREATURE VI: Paper Tiger comes to help. So damn strong. Nice tank.
==============
LEVEL 7 SPELLS
==============
* DELAYED BLAST FIREBALL: You've had to wait a lot till obtained this, but it's so damn killer; place some of these near an unaware enemy an lure him to the trap (posess familiar anyone?). When target enters the area... BAOUM!!
* FINGER OF DEATH: Not very good (saving throws are just very high at those levels) but some creatures can fall to this.
* MORDENKAINEN'S SWORD: Summons a pretty looking creature with a big sword to chop-chop for you. Chose between this and elementals.
* PRISMATIC SPRAY: Damn powerful for crowd control. Any creature in the area of effect must save against one of two saving throws (type depends of the color that touches them) or will get damaged, fucked, crushed, petrified, banished... sweet!!. Too bad you cannot chose all seven effects to converge on a single creature...
* SHADOW SHIELD: Nice combination of Stoneskin, Mage armor and some immunities. All in one.
* SPELL MANTLE: More spell block-level than the lesser mantle
* SUMMON CREATURE VII: Now you start summoning elementals rather than creatures. Be warned that the elemental called is random, so you might summon a Fire Elemental in a fire-based dungeon or something like this...
==============
LEVEL 8 SPELLS
==============
* GREATER PLANAR BINDING: Celestial Fury!!... Celestial Powa!!... Celestial avenger comes to chop enemies!!.
* MASS CHARM: You'll like this against large armies of enemies. Charm 25-50% of enemy creatures then sit and watch enemies killing themselves for you. Then take care of the rest.
* MIND BLANK: No charming-dominating your allies with this spell
* PREMONITION: Mega stone skin... 30/+5 damage reduction.
* SUMMON CREATURE VIII: Bigger elemental comes to aid here... beware of the elemental type.
==============
LEVEL 9 SPELLS
==============
* GATE: Death incarnate comes to your plane to play a little with your enemies. You need to be protected against EVIL (A protection from Alignment should do the job) or the Balor summoned will be able to attack you too.
* MORDENKAINEN'S DISJUNCTION: Most powerful dispel magic in the game
* POWER WORD O' KILL: No save throw. kill enemy mages with this. The first one casting this succesfully is the one who wins. Hope your initiative roll is better than enemy
Mage's...
* SHAPECHANGE: If one Balor isn't enough, then shapechange into another one...
* TIME STOP: When you cast this the rest of the world gets stopped for some rounds, just do what you want in that time (cast meteor swarms, cones of cold, power words o' kill, summonings...) this is THE SPELL.
* WAIL OF THE BANSHEE: Nice caster-killing spell. All enemies in the area must success in a fortitude save or they AUTOMATICALLY die. Remember that fortitude saves are wizard's bane.
* WEIRD: Pretty much like Wail of the Banshee... kills all in an area but now the save throw is a will one. Combat types oriented.
------------------------------------------------------------------------------------------
=============
V-. EQUIPMENT
=============
Now that we have our Wizard already created, it's time to place the best equipment we can afford/find on him/her. These are my own equipment ideas, so feel free to change your
Wiz's equipment so it will fit your playing style.
* HEAD: At first levels you'll not have level prequisites/won't be able to afford a magical helmet, so just a plain one will do. It'll look kinda weird on a Wizard (specially on a female one...) but gives concentration skill +1 and no penalizations; at higher levels you should start looking for a Thieves Cap or similar.
Bonuses you should look in a HELMET/CAP:
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