Wizard

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 to learning new spells, a wizard can, over time, learn to manipulate her spells so they go farther, work better, or are improved in some other way. Some wizards prefer to specialize in a certain type of magic. Specialization makes a wizard more powerful in her chosen field, but it denies her access to some of the spells that lie outside that field.

Alignment restrictions: None

Additional features
Wizards gain scribe scroll and summon familiar at 1st level.

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, item creation and spell feat lists. The wizard must still meet all prerequisites for a bonus feat, including caster level minimums. This bonus feat is in addition to the feats every character gains for advancing in character level.

Spellcasting

 * Sorcerer/wizard spell list: Wizards share the same spell list as sorcerers.
 * Wizard spell progression

A wizard casts arcane spells, which are drawn from the sorcerer/wizard spell list. A wizard must choose and prepare her spells ahead of time. To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level (Int 10 for 0-level spells, Int 11 for 1st-level spells, and so forth). Wizards learn new spells from wizard scrolls they find during play. A wizard must study her spellbook each day to prepare her spells. She cannot prepare any spell not recorded in her spellbook. A wizard begins play with a spellbook containing all 0-level wizard spells (except those from her prohibited school or schools, if any) plus three 1st-level spells of your choice. For each point of Intelligence bonus the wizard has, the spellbook holds one additional 1st-level spell of your choice. At each new wizard level, she gains two new spells of any spell level or levels that she can cast (based on her new wizard level) for her spellbook. For example, when a wizard attains 5th level, she can cast 3rd-level spells. At this point, she can add two new 3rd-level spells to her spellbook, or one 2nd-level spell and one 3rdlevel spell, or any combination of two spells between 1st and 3rd level. At any time, a wizard can also add spells found in other wizards' spellbooks to her own.

School Specialization
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, which become her prohibited schools. If the wizard chooses to specialize in divination, she only chooses one school of magic, which becomes her prohibited school. 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.

DnD 3.5 comparison

 * Lore was used in NWN as a collective version of knowledge and other information skills. NWN2 includes it for the same reasons.
 * The decipher script and profession skills are not included in NWN2.

NWN comparison

 * Timestop is not in NWN2.

External resources

 * NWNWiki:Wizard