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==Requirements== | ==Requirements== | ||
Race: Human | '''Race:''' [[Human]] | ||
Alignment: Any non-good | '''Alignment:''' Any non-good | ||
Skills: Spellcraft 8 ranks | '''Skills:''' [[Spellcraft]] 8 ranks | ||
Feats: Spell Penetration, Greater Spell Penetration, one metamagic or | '''Feats:''' [[Spell Penetration]], [[Greater Spell Penetration]], one [[metamagic]] or item creation feat (other than [[Scribe Scroll]]) | ||
Spellcasting: Specialist Wizard, able to cast 3rd-level arcane spells | '''Spellcasting''': Specialist Wizard, able to cast 3rd-level arcane spells | ||
==Class Features== | ==Class Features== | ||
Revision as of 16:28, 4 March 2019
Description
The Red Wizards are the masters of Thay, the conquerors of that land’s native Rashemi, and the would-be

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.
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).
You must take your first level of Red Wizard as soon as possible (level 6).
Requirements
Race: Human
Alignment: Any non-good
Skills: Spellcraft 8 ranks
Feats: Spell Penetration, Greater Spell Penetration, one metamagic or item creation feat (other than Scribe Scroll)
Spellcasting: Specialist Wizard, able to cast 3rd-level arcane spells
Class Features
- Spells Per Day/Spells Known: 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.
- Enhanced Specialization: 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. Red Wizards also lose the ability to learn new spells and use scrolls from a second prohibited school of magic (already known spells are not lost, however)
- Circle Magic: Red Wizards gain access to the Circle Magic feats.
- Specialist Defense: 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.
- Spell Power: At 2nd level, The Red Wizard'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.
- 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.
- 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).
- Wizard Bonus Feat: Red Wizards gain a bonus metamagic or item creation feat at levels 5 and 10.
Gameplay Notes
- unlike the original vanilla NWN 2 you can pick your second prohibited school freely. So it'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.