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 and acquire the Tattoo Focus feat that prepares them for entry into the full Red Wizard prestige class. All Red Wizards must be a specialist wizard, and most follow that path exclusively, but a few dabble in other sorts of learning (such as combat or divine magic). While it is possible that some Red Wizards multiclass as a sorcerer or bard, such misfits are ridiculed in their homeland and are incredibly rare.

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. Also, it's only possible if you take at least 1 of required feats as your starting feat since you only get 2 feats from lvl 1 to 5.]

Requirements

Race: Human (Must choose either Mulan or Rashemi subraces)

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

Hit Die: d4

Base Attack Bonus: Low

High Saves: Will

Proficiencies: None

Skill Points: 2 + Int modifier

Class Skills: Bluff, Concentration, Intimidate, Lore (all), Spellcraft

Red Wizard

  • Level 1. Spellcasting progression +1 (Wizard only), Specialist Defense +1, Circle Magic Feat Access
  • Level 2. Spellcasting progression +2, Spellpower +1 (Chosen School only)
  • Level 3. Spellcasting progression +3, Specialist Defense +2
  • Level 4. Spellcasting progression +4, Spellpower +2 (Chosen School only)
  • Level 5 Spellcasting progression +5, Bonus Feat (Meta-Magic or Item Creation)
  • Level 6. Spellcasting progression +6, Spellpower +3 (Chosen School only)
  • Level 7. Spellcasting progression +7, Specialist Defense +3
  • Level 8. Spellcasting progression +8, Spellpower +4 (Chosen School only)
  • Level 9. Spellcasting progression +9, Specialist Defense +4
  • Level 10. Spellcasting progression +10, Spellpower +5 (Chosen School only), Bonus Feat (Meta-Magic or Item Creation)


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.
    • 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).


Wizard Bonus Feat: Red Wizards gain a bonus metamagic or item creation feat at levels 5 and 10.

Gameplay Notes

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]


  • 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.

A school of magic is a group of related spells that work in similar ways. The eight schools of magic available to spellcasters are:

  • 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.
  • 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's plane, heal, transport creatures or objects over great distances, or create objects or effects on the spot.
  • Divination - learn secrets long forgotten, to predict the future, to find hidden things, and to foil deceptive spells.
  • Enchantment - affect the minds of others, influencing or controlling their behavior; all enchantments are mind-affecting spells.
  • 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.
  • Illusion - deceive the senses or minds of others; cause people to see things that are not there, not 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.
  • Necromancy - manipulate the power of death, unlife, and life force; usually involving undead creatures.
  • Transmutation - change the properties of some creature, thing, or condition.

Specializations and Prohibitions

Specializing in a school allows the PC to memorize 1 extra spell per level, but disallows using any spells from the opposing school:

Specialized School Prohibited School
Abjuration Conjuration
Conjuration Transmutation
Divination Illusion
Enchantment Illusion
Evocation Conjuration
Illusion Enchantment
Necromancy Divination
Transmutation Conjuration