Wizard

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

Alignment Restrictions: None

Hit Die: d4

Proficiencies: Armor (Robes), Weapons (Wizard)

Skill Points: (Int mod * 4 at 1st level) 2 + Int mod

Class Skills: Concentration, Craft, Decipher Script, Knowledge (all skills, taken individually), Profession and Spellcraft.

Base Attack Bonus progression: Low

Primary Saving Throw(s): Will

Spellcasting: Arcane (Intelligence-based, requires preparation, armor-related chance of spell failure is a factor); Wizards begin the game knowing all cantrips and four 1st-level spells. Must have an Intelligence score of 10 + the spell’s level to cast a spell.

Special Abilities & Feats

 * Level 1 Scribe Scroll, Summon Familiar
 * Wizard Bonus Feats: At level 5 and every five levels after (5, 10, 15, 20), the wizard may select a bonus feat, chosen from the Metamagic and Spell feat lists. This bonus feat is in addition to the feats every character gains for advancing in character level.

Spells
A school is one of eight groupings of spells, each defined by a common theme. If desired, a wizard may specialize in one school of magic (see below). Specialization allows a wizard to cast extra spells from her chosen school, but she then never learns to cast spells from some other schools. A specialist wizard can prepare one additional spell of her specialty school per spell level each day. She also gains a +2 bonus on Spellcraft checks to learn the spells of her chosen school. The wizard must choose whether to specialize and, if she does so, choose her specialty at 1st level. At this time, she must also give up two other schools of magic (unless she chooses to specialize in divination; see below), which become her prohibited schools. A wizard can never give up divination to fulfill this requirement. Spells of the prohibited school or schools are not available to the wizard, and she can’t even cast such spells from scrolls or fire them from wands. She may not change either her specialization or her prohibited schools later. The eight schools of arcane magic are abjuration, conjuration, divination, enchantment, evocation, illusion, necromancy, and transmutation. Spells that do not fall into any of these schools are called universal spells.

Level 0
 * Acid Splash
 * Daze
 * Electric Jolt
 * Flare
 * Light
 * Ray of Frost
 * Resistance

Level 1
 * Burning Hands
 * Charm Person
 * Color Spray
 * Endure Elements
 * Expeditious Retreat
 * Horizikaul's Boom
 * Grease
 * Ice Dagger
 * Identify
 * Ironguts
 * Mage Armor
 * Magic Missile
 * Magic Weapon
 * Negative Energy Ray
 * Protection from Alignment
 * Ray of Enfeeblement
 * Scare
 * Shelgarn's Persistent Blade
 * Shield
 * Sleep
 * Summon Creature I
 * True Strike

Level 2
 * Balagarn's Iron Horn
 * Blindness/Deafness
 * Bull's Strength
 * Cat's Grace
 * Cloud of Bewilderment
 * Combust
 * Continual Flame
 * Darkness
 * Death Armor
 * Eagle's Splendor
 * Endurance
 * Flame Weapon
 * Fox's Cunning
 * Gedlee's Electric Loop
 * Ghostly Visage
 * Ghoul Touch
 * Invisibility
 * Knock
 * Lesser Dispel
 * Melf's Acid Arrow
 * Owl's Wisdom
 * Resist Elements
 * See Invisibility
 * Stone Bones
 * Summon Creature II
 * Tasha's Hideous Laughter
 * Ultravision
 * Web

Level 3
 * Clairaudience/Clairvoyance
 * Clarity
 * Dispel Magic
 * Displacement
 * Find Traps
 * Fireball
 * Flame Arrow
 * Greater Magic Weapon
 * Gust of Wind
 * Haste
 * Hold Person
 * Invisibility Sphere
 * Lightning Bolt
 * Keen Edge
 * Magic Circle against Alignment
 * Mestil's Acid Breath
 * Negative Energy Burst
 * Protection from Elements
 * Scintillating Sphere
 * Slow
 * Stinking Cloud
 * Summon Creature III
 * Vampiric Touch

Level 4
 * Bestow Curse
 * Charm Monster
 * Confusion
 * Contagion
 * Elemental Shield
 * Enervation
 * Evard's Black Tentacles
 * Fear
 * Ice Storm
 * Improved Invisibility
 * Isaac's Greater Missile Storm
 * Lesser Spell Breach
 * Minor Globe of Invulnerability
 * Phantasmal Killer
 * Polymorph Self
 * Remove Blindness/Deafness
 * Remove Curse
 * Shadow Conjuration
 * Stoneskin
 * Summon Creature IV
 * Wall of Fire

Level 5
 * Animate Dead
 * Ball Lightning
 * Bigby's Interposing Hand
 * Cloudkill
 * Cone of Cold
 * Dismissal
 * Dominate Person
 * Energy Buffer
 * Feeblemind
 * Firebrand
 * Greater Shadow Conjuration
 * Hold Monster
 * Lesser Mind Blank
 * Lesser Planar Binding
 * Lesser Spell Mantle
 * Mind Fog
 * Mestil's Acid Sheath
 * Summon Creature V

Level 6
 * Acid Fog
 * Bigby's Forceful Hand
 * Chain Lightning
 * Circle of Death
 * Ethereal Visage
 * Isaac's Greater Missile Storm
 * Globe of Invulnerability
 * Greater Dispelling
 * Greater Spell Breach
 * Greater Stoneskin
 * Legend Lore
 * Mass Haste
 * Planar Binding
 * Shades
 * Summon Creature VI
 * Tenser's Transformation
 * True Seeing
 * Undeath to Death

Level 7
 * Bigby's Grasping Hand
 * Banishment
 * Control Undead
 * Delayed Blast Fireball
 * Finger of Death
 * Great Thunderclap
 * Mordenkainen's Sword
 * Power Word, Stun
 * Prismatic Spray
 * Protection from Spells
 * Shadow Shield
 * Spell Mantle
 * Summon Creature VII

Level 8
 * Bigby's Clenched Fist
 * Blackstaff
 * Create Undead
 * Greater Planar Binding
 * Greater Sanctuary
 * Horrid Wilting
 * Incendiary Cloud
 * Mass Blindness/Deafness
 * Mass Charm
 * Mind Blank
 * Premonition
 * Summon Creature VIII
 * Sunburst

Level 9
 * Bigby's Crushing Hand
 * Black Blade of Disaster
 * Dominate Monster
 * Energy Drain
 * Gate
 * Greater Spell Mantle
 * Meteor Swarm
 * Mordenkainen's Disjunction
 * Power Word, Kill
 * Shapechange
 * Summon Creature IX
 * Wail of the Banshee
 * Weird

Pre-release notes

 * Timestop is not in NWN2.
 * Magic missile, Fireball, dispel and summoning magics are highly likely to be in NWN2 as they are almost integral to the magic system of DnD.

NWN comparison

 * The Discipline and Parry skills were created by NWN and are not features of DnD 3.5. It is unlikely that they will re-appear in NWN2 as the were not considered particularly successful.
 * Lore was used in NWN as a collective version of Knowledge and other information skills. NWN2 might include it for the same reasons.

External resources

 * NWNWiki:Fighter