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		<id>https://wiki.bgtscc.net/index.php?title=Red_Wizard_of_Thay&amp;diff=8729</id>
		<title>Red Wizard of Thay</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Red_Wizard_of_Thay&amp;diff=8729"/>
		<updated>2019-08-08T22:30:14Z</updated>

		<summary type="html">&lt;p&gt;77.189.18.39: /* Gameplay Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
The Red Wizards are the masters of Thay, the conquerors of that land’s native Rashemi, and the would-be [[File:Red_wizard.png|thumb]]magical overlords of Faerûn. They focus on a school of magic more intently than any specialist, achieving incredible mastery of magic within a very narrow focus. Seen as cruel and evil tyrants by people across Toril, a few choose to leave their region, assume secret identities, and practice magic without having to worry about political alliances and possible slave uprisings.&lt;br /&gt;
&lt;br /&gt;
Early in their careers, would-be Red Wizards specialize in a school of magic. All Red Wizards have some skill as a specialist wizard, and most follow that path exclusively, but a few dabble in other sorts of learning (such as combat or divine magic).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: rgb(255, 0, 0);&amp;quot;&amp;gt;You must take your first level of Red Wizard as soon as possible (level 6). [Therefore you have to log out/in after lv5 to get the qualification feat.]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
&#039;&#039;&#039;Race:&#039;&#039;&#039; [[Human]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Any non-good&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039; [[Spellcraft]] 8 ranks&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats:&#039;&#039;&#039; [[Spell Penetration]], [[Greater Spell Penetration]], one [[metamagic]] or item creation feat (other than [[Scribe Scroll]])&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spellcasting&#039;&#039;&#039;: Specialist Wizard, able to cast 3rd-level arcane spells&lt;br /&gt;
&lt;br /&gt;
==Class Features==&lt;br /&gt;
&lt;br /&gt;
Red Wizard&lt;br /&gt;
*Level 1. Spellcasting progression +1 (Wizard only), Specialist Defense +1, Circle Magic Feat Access&lt;br /&gt;
&lt;br /&gt;
*Level 2. Spellcasting progression +2, Spellpower +1 (Chosen School only)&lt;br /&gt;
&lt;br /&gt;
*Level 3. Spellcasting progression +3, Specialist Defense +2&lt;br /&gt;
&lt;br /&gt;
*Level 4. Spellcasting progression +4, Spellpower +2 (Chosen School only)&lt;br /&gt;
&lt;br /&gt;
*Level 5 Spellcasting progression +5, Bonus Feat (Meta-Magic or Item Creation)&lt;br /&gt;
&lt;br /&gt;
*Level 6. Spellcasting progression +6, Spellpower +3 (Chosen School only)&lt;br /&gt;
&lt;br /&gt;
*Level 7. Spellcasting progression +7, Specialist Defense +3&lt;br /&gt;
&lt;br /&gt;
*Level 8. Spellcasting progression +8, Spellpower +4 (Chosen School only)&lt;br /&gt;
&lt;br /&gt;
*Level 9. Spellcasting progression +9, Specialist Defense +4&lt;br /&gt;
&lt;br /&gt;
*Level 10. Spellcasting progression +10, Spellpower +5 (Chosen School only), Bonus Feat (Meta-Magic or Item Creation)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells Per Day/Spells Known:&#039;&#039;&#039; When a new Red Wizard level is gained, the character gains new spells per day (and spells known, if applicable) as though he had gained a level in Wizard.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Enhanced Specialization:&#039;&#039;&#039; Upon becoming a Red Wizard, the character becomes even more skilled at casting spells from his chosen school of specialization - gaining +1 to DC for spells requiring a save and +1 to attempts to penetrate spell resistance. &#039;&#039;&#039;Red Wizards also lose the ability to learn new spells and use scrolls from a second prohibited school of magic&#039;&#039;&#039; (already known spells are not lost, however)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Circle Magic:&#039;&#039;&#039; Red Wizards gain access to the [[Casting_Forms| Circle Magic feats]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Specialist Defense:&#039;&#039;&#039; A Red Wizard gains a bonus to defending against spells from his specialist school. This bonus is +1 at 1st level, +2 at 3rd level, +3 at 7th level, and +4 at 9th level.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spell Power:&#039;&#039;&#039; At 2nd level, The Red Wizard&#039;s effective caster level for determining level-dependent variable checks for spells is increased by +1. This bonus increases by +1 every even-numbered Red Wizard level, to a maximum of +5 at 10th level.&lt;br /&gt;
**Note: Although not specified in the feat description, this bonus only applies to spells from the chosen school of Specialization. This includes any Epic Spells from the chosen school.&lt;br /&gt;
**Also Note: Because spell-save DC is raised by +1 for every 3 caster levels over 20, this feat has the potential to raise the DC of spells from the chosen school of Specialization by an additional +1 or +2 points (e.g. a Wizard 7 / Red Wizard 10 with Practiced Spellcaster: Wizard casting spells from his chosen school of Specialization would be benefiting as a 26th-level caster, and would thus receive an Epic Bonus of +2 to his spell-save DC).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wizard Bonus Feat:&#039;&#039;&#039; Red Wizards gain a bonus metamagic or item creation feat at levels 5 and 10.&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;br /&gt;
[[Category:Prestige Class]]&lt;br /&gt;
[[Category:Playable Class]]&lt;br /&gt;
&lt;br /&gt;
==Gameplay Notes==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: rgb(255, 0, 0);&amp;quot;&amp;gt;You must take your first level of Red Wizard as soon as possible (level 6). [Therefore you have to log out/in after lv5 to get the qualification feat]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* unlike the original vanilla NWN 2 you can pick your second prohibited school freely. So it&#039;s not determined automatically on your specialized school. You ll be granted a feat on having your first Red Wizard level which will let you pick your 2nd prohibited school. This process is quite similar to picking a prohibited school at your first level as specialized Wizard.&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;school of magic&#039;&#039;&#039; is a group of related [[spell]]s that work in similar ways. The eight schools of magic available to spellcasters are:&lt;br /&gt;
* [[Abjuration]] - protective spells - create physical or magical barriers, negate magical or physical abilities, harm trespassers, or even banish the subject of the spell to another plane of existence.&lt;br /&gt;
* [[Conjuration]] - bring manifestations of objects, creatures, or some form of energy to the spellcaster, actually transport creatures from another plane of existence to the spellcaster&#039;s plane, heal, transport creatures or objects over great distances, or create objects or effects on the spot.&lt;br /&gt;
* [[Divination]] - learn secrets long forgotten, to predict the future, to find hidden things, and to foil deceptive spells.&lt;br /&gt;
* [[Enchantment]] - affect the minds of others, influencing or controlling their behavior; all enchantments are mind-affecting spells.&lt;br /&gt;
* [[Evocation]] - manipulate energy or tap an unseen source of power to produce a desired end; create something out of nothing; produce spectacular effects and deal large amounts of damage.&lt;br /&gt;
* [[Illusion]] - deceive the senses or minds of others; cause people to see things that are not there, &#039;&#039;not&#039;&#039; see things that are there, hear phantom noises, or remember things that never happened; illusions come in five types: figments, glamers, patterns, phantasms, and shadows.&lt;br /&gt;
* [[Necromancy]] - manipulate the power of death, unlife, and life force; usually involving undead creatures.&lt;br /&gt;
* [[Transmutation]] - change the properties of some creature, thing, or condition.&lt;br /&gt;
&lt;br /&gt;
==== Specializations and Prohibitions ====&lt;br /&gt;
Specializing in a school allows the PC to memorize 1 extra spell per level, but disallows using any spells from the opposing school:&lt;br /&gt;
{| class=&amp;quot;article-table&amp;quot;&lt;br /&gt;
!Specialized School&lt;br /&gt;
!Prohibited School&lt;br /&gt;
|-&lt;br /&gt;
|Abjuration&lt;br /&gt;
|Conjuration&lt;br /&gt;
|-&lt;br /&gt;
|Conjuration&lt;br /&gt;
|Transmutation&lt;br /&gt;
|-&lt;br /&gt;
|Divination&lt;br /&gt;
|Illusion&lt;br /&gt;
|-&lt;br /&gt;
|Enchantment&lt;br /&gt;
|Illusion&lt;br /&gt;
|-&lt;br /&gt;
|Evocation&lt;br /&gt;
|Conjuration&lt;br /&gt;
|-&lt;br /&gt;
|Illusion&lt;br /&gt;
|Enchantment&lt;br /&gt;
|-&lt;br /&gt;
|Necromancy&lt;br /&gt;
|Divination&lt;br /&gt;
|-&lt;br /&gt;
|Transmutation&lt;br /&gt;
|Conjuration&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Schools of magic| ]]&lt;br /&gt;
[[Category:Magical concepts]]&lt;/div&gt;</summary>
		<author><name>77.189.18.39</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Red_Wizard_of_Thay&amp;diff=8728</id>
		<title>Red Wizard of Thay</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Red_Wizard_of_Thay&amp;diff=8728"/>
		<updated>2019-08-08T22:28:56Z</updated>

		<summary type="html">&lt;p&gt;77.189.18.39: /* Description */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
The Red Wizards are the masters of Thay, the conquerors of that land’s native Rashemi, and the would-be [[File:Red_wizard.png|thumb]]magical overlords of Faerûn. They focus on a school of magic more intently than any specialist, achieving incredible mastery of magic within a very narrow focus. Seen as cruel and evil tyrants by people across Toril, a few choose to leave their region, assume secret identities, and practice magic without having to worry about political alliances and possible slave uprisings.&lt;br /&gt;
&lt;br /&gt;
Early in their careers, would-be Red Wizards specialize in a school of magic. All Red Wizards have some skill as a specialist wizard, and most follow that path exclusively, but a few dabble in other sorts of learning (such as combat or divine magic).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: rgb(255, 0, 0);&amp;quot;&amp;gt;You must take your first level of Red Wizard as soon as possible (level 6). [Therefore you have to log out/in after lv5 to get the qualification feat.]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
&#039;&#039;&#039;Race:&#039;&#039;&#039; [[Human]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Any non-good&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039; [[Spellcraft]] 8 ranks&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats:&#039;&#039;&#039; [[Spell Penetration]], [[Greater Spell Penetration]], one [[metamagic]] or item creation feat (other than [[Scribe Scroll]])&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spellcasting&#039;&#039;&#039;: Specialist Wizard, able to cast 3rd-level arcane spells&lt;br /&gt;
&lt;br /&gt;
==Class Features==&lt;br /&gt;
&lt;br /&gt;
Red Wizard&lt;br /&gt;
*Level 1. Spellcasting progression +1 (Wizard only), Specialist Defense +1, Circle Magic Feat Access&lt;br /&gt;
&lt;br /&gt;
*Level 2. Spellcasting progression +2, Spellpower +1 (Chosen School only)&lt;br /&gt;
&lt;br /&gt;
*Level 3. Spellcasting progression +3, Specialist Defense +2&lt;br /&gt;
&lt;br /&gt;
*Level 4. Spellcasting progression +4, Spellpower +2 (Chosen School only)&lt;br /&gt;
&lt;br /&gt;
*Level 5 Spellcasting progression +5, Bonus Feat (Meta-Magic or Item Creation)&lt;br /&gt;
&lt;br /&gt;
*Level 6. Spellcasting progression +6, Spellpower +3 (Chosen School only)&lt;br /&gt;
&lt;br /&gt;
*Level 7. Spellcasting progression +7, Specialist Defense +3&lt;br /&gt;
&lt;br /&gt;
*Level 8. Spellcasting progression +8, Spellpower +4 (Chosen School only)&lt;br /&gt;
&lt;br /&gt;
*Level 9. Spellcasting progression +9, Specialist Defense +4&lt;br /&gt;
&lt;br /&gt;
*Level 10. Spellcasting progression +10, Spellpower +5 (Chosen School only), Bonus Feat (Meta-Magic or Item Creation)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells Per Day/Spells Known:&#039;&#039;&#039; When a new Red Wizard level is gained, the character gains new spells per day (and spells known, if applicable) as though he had gained a level in Wizard.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Enhanced Specialization:&#039;&#039;&#039; Upon becoming a Red Wizard, the character becomes even more skilled at casting spells from his chosen school of specialization - gaining +1 to DC for spells requiring a save and +1 to attempts to penetrate spell resistance. &#039;&#039;&#039;Red Wizards also lose the ability to learn new spells and use scrolls from a second prohibited school of magic&#039;&#039;&#039; (already known spells are not lost, however)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Circle Magic:&#039;&#039;&#039; Red Wizards gain access to the [[Casting_Forms| Circle Magic feats]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Specialist Defense:&#039;&#039;&#039; A Red Wizard gains a bonus to defending against spells from his specialist school. This bonus is +1 at 1st level, +2 at 3rd level, +3 at 7th level, and +4 at 9th level.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spell Power:&#039;&#039;&#039; At 2nd level, The Red Wizard&#039;s effective caster level for determining level-dependent variable checks for spells is increased by +1. This bonus increases by +1 every even-numbered Red Wizard level, to a maximum of +5 at 10th level.&lt;br /&gt;
**Note: Although not specified in the feat description, this bonus only applies to spells from the chosen school of Specialization. This includes any Epic Spells from the chosen school.&lt;br /&gt;
**Also Note: Because spell-save DC is raised by +1 for every 3 caster levels over 20, this feat has the potential to raise the DC of spells from the chosen school of Specialization by an additional +1 or +2 points (e.g. a Wizard 7 / Red Wizard 10 with Practiced Spellcaster: Wizard casting spells from his chosen school of Specialization would be benefiting as a 26th-level caster, and would thus receive an Epic Bonus of +2 to his spell-save DC).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wizard Bonus Feat:&#039;&#039;&#039; Red Wizards gain a bonus metamagic or item creation feat at levels 5 and 10.&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;br /&gt;
[[Category:Prestige Class]]&lt;br /&gt;
[[Category:Playable Class]]&lt;br /&gt;
&lt;br /&gt;
==Gameplay Notes==&lt;br /&gt;
&lt;br /&gt;
* unlike the original vanilla NWN 2 you can pick your second prohibited school freely. So it&#039;s not determined automatically on your specialized school. You ll be granted a feat on having your first Red Wizard level which will let you pick your 2nd prohibited school. This process is quite similar to picking a prohibited school at your first level as specialized Wizard.&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;school of magic&#039;&#039;&#039; is a group of related [[spell]]s that work in similar ways. The eight schools of magic available to spellcasters are:&lt;br /&gt;
* [[Abjuration]] - protective spells - create physical or magical barriers, negate magical or physical abilities, harm trespassers, or even banish the subject of the spell to another plane of existence.&lt;br /&gt;
* [[Conjuration]] - bring manifestations of objects, creatures, or some form of energy to the spellcaster, actually transport creatures from another plane of existence to the spellcaster&#039;s plane, heal, transport creatures or objects over great distances, or create objects or effects on the spot.&lt;br /&gt;
* [[Divination]] - learn secrets long forgotten, to predict the future, to find hidden things, and to foil deceptive spells.&lt;br /&gt;
* [[Enchantment]] - affect the minds of others, influencing or controlling their behavior; all enchantments are mind-affecting spells.&lt;br /&gt;
* [[Evocation]] - manipulate energy or tap an unseen source of power to produce a desired end; create something out of nothing; produce spectacular effects and deal large amounts of damage.&lt;br /&gt;
* [[Illusion]] - deceive the senses or minds of others; cause people to see things that are not there, &#039;&#039;not&#039;&#039; see things that are there, hear phantom noises, or remember things that never happened; illusions come in five types: figments, glamers, patterns, phantasms, and shadows.&lt;br /&gt;
* [[Necromancy]] - manipulate the power of death, unlife, and life force; usually involving undead creatures.&lt;br /&gt;
* [[Transmutation]] - change the properties of some creature, thing, or condition.&lt;br /&gt;
&lt;br /&gt;
==== Specializations and Prohibitions ====&lt;br /&gt;
Specializing in a school allows the PC to memorize 1 extra spell per level, but disallows using any spells from the opposing school:&lt;br /&gt;
{| class=&amp;quot;article-table&amp;quot;&lt;br /&gt;
!Specialized School&lt;br /&gt;
!Prohibited School&lt;br /&gt;
|-&lt;br /&gt;
|Abjuration&lt;br /&gt;
|Conjuration&lt;br /&gt;
|-&lt;br /&gt;
|Conjuration&lt;br /&gt;
|Transmutation&lt;br /&gt;
|-&lt;br /&gt;
|Divination&lt;br /&gt;
|Illusion&lt;br /&gt;
|-&lt;br /&gt;
|Enchantment&lt;br /&gt;
|Illusion&lt;br /&gt;
|-&lt;br /&gt;
|Evocation&lt;br /&gt;
|Conjuration&lt;br /&gt;
|-&lt;br /&gt;
|Illusion&lt;br /&gt;
|Enchantment&lt;br /&gt;
|-&lt;br /&gt;
|Necromancy&lt;br /&gt;
|Divination&lt;br /&gt;
|-&lt;br /&gt;
|Transmutation&lt;br /&gt;
|Conjuration&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Schools of magic| ]]&lt;br /&gt;
[[Category:Magical concepts]]&lt;/div&gt;</summary>
		<author><name>77.189.18.39</name></author>
	</entry>
</feed>