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DescriptionEdit

Wizard 16 / Bard 2 / Shadowdancer 2 / Arcane Scholar of Candlekeep OR Red Wizard of Thay 10

This build aims to combine the spellcasting power of a full wizard (with one arcane prestige class), and the stealth provided by Hide in Plain Sight (HiPS). The combinations lends this build an edge that most other Wizards can only dream of. With HiPS you can dissappear instantly in the middle of a fight, only to reappear some distance away, to unleash a barrage of spells. And you can do this repeatedly (or at least, as long as you have spells to throw out in a barrage anyway).

How it Works: 2 Bard provides the skill access to qualify for Shadowdancer, as well as a small Inspire Competence bonus. It also lets you cast Joyful noise 1/day, which can help protect against silence. Shadowdancer provides you with Uncanny Dodge, Evasion, Dark vision and of course, HiPS. Your wizardly Int gives you the skill points to max out Hide and Move.

When this build was posted for review, some suggested that Rogue 2 should be used rather than Bard 2, because Rogue's get Trap finding and slightly better skill access. However this build does not have the spare skill points to max out Search and Disable along with all the other skills required. Furthermore, the splash in Shadowdancer helps add Spot and other useful skills to your class skill list, reducing the usefulness of Rogue. Finally, Rogue level 2 nets you evasion, which the Shadowdancer level 2 already grants you and is therefore redundant. Whereas Bard level 2 grants you inspire competence which helps boost all your skills (especially Move and Hide) by 2. Bard also gives you shield proficiency, which helps boos AC if there are mithril shields around.

There are 2 arcane prestige classes that are compatible with this build. And either one may be picked depending on your tastes. For the beginner, I would recommend a Generalist Wizard, going with Guerilla Arcane Scholar. Going with Guerilla Red Wizard, means that you have to choose a Specialization for your Wizard, which is a tough decision. And you need to have a very good idea on what you are doing, and what you gain and lose in the process.


Pros:

  • Level 30 Wizard with either ASoCK or RWoT.
  • Fully viable from start to finish, with no multiclass penalty. Spare Skill points may be put into convo skills, making this Campaign playable.
  • Appear! Meteor Swarm! Hide in Plain Sight! Move Away... Reappear! Another Meteor Swarm! etc etc
  • Also great in parties as well, in case the fighter lets any Monsters through and you get surrounded. The normal "escape hatch" that most Wizards use in this case is Ethereal Jaunt, but there are various advantages that HiPS has over Ethereal Jaunt
    • HiPS is instant, whereas Ethereal Jaunt has a 3 second casting time, during which enemy monsters are still hammering you to pieces
    • HiPS cannot be interrupted, whereas if you are hit while casting Ethereal Jaunt, you must make a Conc save or lose the spell.
    • HiPS can be used repeatedly (with a 6 second cool down), whereas you have limited castings of Ethereal Jaunt.
    • However, HiPS can be countered by high Spot or Listen, whereas there is no counter for Ethereal Jaunt.


Cons:

  • Your low Dex means that your HiPS won't be very effective until relatively late (late compared to a high Dex Rogue)
  • Hide and Move and HiPS can be countered by either high Spot or Listen. Most enemy Monsters will have very low of both, but a PvP dedicated build will most like have maxed out one or the other.
  • There is very little real synergy between Wizard and HiPS. You don't have the melee to capitalize on catching your opponents flat-footed. HiPS on a Wizard is nothing more than a defensive mechanism, albeit a very powerful one.
  • Poor Saving throws, especially Fortitude. Your mediocre Reflex saving throws aren't the best to make use of Evasion.


Guerilla Arcane ScholarEdit

Guerilla Arcane Scholar: Character CreationEdit

Race: Sun elf or Drow

Alignment: Any non-lawful for Bard.

Stats

Base Values Racial Modifiers Final Values
Str 10 10 10
Dex 16 16 16
Con 14 14 14
Int 16 16 24
Wis 8 8 8
Cha 12 12 12
  • There are 3 possible races for this build, and the stats above are for the Human
  • For Sunelf, add +2 Int, -2 Con
  • For Drow, add +2 Dex,-2 Con, +2 Int and +2 to Cha.
  • These changes do not affect your feat or levelling progression, so the scheme shown below still applies


BAB: 15


HP: (16*4) + (2*6) + (2*8) + (10*4) + 60 con bonus= 192 (+30 more if you use a Beetle Familiar)

Saves

Fort: 5 + 0 + 0 + 3 = 8 +2 Con

Will: 10 + 3 + 0 + 7 = 20 -1 Wis

Reflex: 5 + 3 + 3 + 3 = 14 +3 Dex

And Evasion


Choice of RaceEdit

Human:

Pros:

  • No Level Adjustment
  • No Con penalty, +30 HP
  • Bonus Feat (see Overview below).

Cons:

  • No Innate Racial Spell Resistance
  • Loss of +2 Int bonus means -1 to spell DC
  • Loss of Elven keen senses, which principally means he has to enter Search Mode to detect Stealth effectively


Sun elf: Pros:

  • No Level Adjustment

Cons:

  • No Innate Racial Spell Resistance


Drow:

Pros:

  • Innate Racial Spell Resistance
  • +2 to Dex helps a little at the start, and on low magic worlds.

Cons:

  • -2 LA is painful


Guerilla Arcane Scholar: SkillsEdit

Similiar to the Guerilla Red Wizard, your Hide and Move skills power your Hide in Plain Sight and should be maxed out. However, early in the game, before your Hide and Move skill cap is high enough to properly employ stealth, you can safely lower them, and instead boost your campaign Convo skill initially. Later on when your spare skill points pour in, you can max out Hide and Move.

Other Notable Ways for boosting Hide/Move:

  • Spiderskin Provides +5 to Hide (but not Move Silently)
  • Greater Heroism provides +4 to all skills
  • Bard Inspire Competence gives +2 to all all skills.


16 Starting Int with human skill bonus (or 18 Starting Int without if using the elves) nets you 6 skills per levels, The 6 Core Skills of this build are:

  • Concentration
  • Spellcraft
  • Tumble
  • UMD
  • Hide
  • Move


Additionally, you get a few extra skill points from your Bard and Shadowdancer Splashes, and from Raising Int. You can set these points to one of the 3 following possibilities:

  • Max out a Convo skill for campaigns: For Campaign Convo skill, I recommend Diplomacy if you plan to go down the Good path, and Bluff if you plan to go down the Evil path.
  • Max out Spot to counter Feint, and to a lesser extent, Stealth: Spot is used to counter Feint, and detect Stealth. However, because many sneakers have spells that boost Hide to undetectable levels, it doesn't always work against them.
  • Max out Listen to counter Stealth: Unlike Hide, there are very few ways of boosting Move Silently. As such, Listen tends to be a more effective means of stealth detection. However, Listen does not counter Feint, so you trade off better Stealth detection for no Feint protection.

Note that because Spot is a Shadowdancer, but not a Bard Class skill, to maximize your skill points, you should try NOT to invest points into it until after you get Able Learner on level 3 (or level 1 if you use Human). However, the Convo skills and Listen are class skills for a Bard, so you can max those out immediately at level 1, and put in spare points as you get them. In either case, try and save the full 5 points on level 1 to put into the skill of your choice over the next few levels.

If you are aiming to maximize Spot, below is a comprehensive Skill Scheme until level 3 (when you get Able Learner):

Level 1 Bard 1: Gain (6 + 4) * 4 = 40 Skill points

  • 4 to Concentration (Total = 4)
  • 4 to Spellcraft (Total = 4)
  • 4 to Tumble (Total = 4)
  • 4 to Hide (Total = 4)
  • 4 to Move (Total = 4)
  • 4 to UMD (Total = 4)
  • 4 to Perform (You need 3 perform for inspire competence) (Total = 4)
  • 11 to Skills of your choice (Lore, Appraise, Listen, and Convo skill for Campaigns)

Save 1 point


Level 2 Wizard 1: Gain 6 Skill Points

  • 1 to Concentration (Total = 5)
  • 1 to Spellcraft (Total = 5)

Save 5 point


Level 3 Bard 2: 10 Skill points

  • 1 to Concentration (Total = 6)
  • 1 to Spellcraft (Total = 6)
  • 2 to Tumble (Total = 6)
  • 2 to Hide (Total = 6)
  • 2 to Move (Total = 6)
  • 2 to UMD (Total = 6)

Save 5 points


From level 4 onwards you gain able learner, and you can immediately put the 5 points you saved into the skill of choice (Convo skill for campaigns, Spot for PvP).

Level 4 Wizard 2: 6 Skill points

  • 1 to Concentration (Total = 7)
  • 1 to Spellcraft (Total = 7)
  • 1 to Tumble (Total = 7)
  • 1 to Hide (Total = 7)
  • 1 to Move (Total = 7)
  • 1 to UMD (Total = 7)
  • 5 to Convo skill for Campaigns OR Spot for PvP


Spot will not become a class skill until you take a level in Shadowdancer at level 16. Until then, max out the core 6 skill listed above and then put what you have leftover into Spot, and save up the rest.

If you are aiming to max out Spot, then you need Shadowdancer reasonably early to get Spot as a class skill. Presuming you managed to Save 5 points at level 3, and hit Int 20 at level 8 for 1 more skill point per level, then at level 9, your max Spot cap 6, but you have 7 points worth to put into it. You can still afford to hold up to 5 extra skill points. The Spot Cap/Spot Skill progression is therefore roughly as follows:

  • Level 09: Cap 6, Points 7, Save 1
  • Level 10: Cap 6, Points 8, Save 2
  • Level 11: Cap 7, Points 9, Save 2
  • Level 12: Cap 7, Points 10, Save 3
  • Level 13: Cap 8, Points 11, Save 3
  • Level 14: Cap 8, Points 12, Save 4
  • Level 15: Cap 9, Points 13, Save 4
  • Level 16: Cap 9, Points 14, Save 5
  • Level 17: Cap 10, Points 15, Save 5
  • Level 18: Cap 10, Points 16, Save 6 (exceeds Skill save limit!)

You therefore need Shadowdancer by level 18. In the scheme below, it is gained by level 16, which should be safe.


Guerilla Arcane Scholar: OverviewEdit

Feats

Character Feats

Feats

1. Spellcasting Prodigy

3. Able Learner

6. Skill Focus Concentration (ASoCK requirement)

9. Skill Focus Spellcraft (ASoCK requirement)

12. Dodge (SD requirement)

15. Mobility (SD requirement)

18. Practiced Spellcaster: Wizard


21. Great Intelligence

23. One of Your Choice

25. One of Your Choice

27. One of Your Choice

29. One of Your Choice


Wizard Bonus Feats:

5. Empower Spell

10. One of Your Choice

15. One of Your Choice


Human Bonus Feat

If you picked human as your race, you gain a bonus feat at level 1 that can be used to qualify for Shadowdancer earlier by shifting feat tree backwards as follows:

The feat of choice at level 18 might be spent on one of the following:

  • Practiced Spellcaster: Bard, can help boost Amplify spell (see below)
  • Toughness: Works well because Wizards tend to be short on hitpoints
  • Extend Spell: Useful for some spells with limited durations, such as Greater Invisibility, Clairaudience/Clairvoyance.
  • Item Crafting Feats: In case you need to help your friends enchant their stuff.


Bard Spells

When you take the 2nd Bard level, you get to choose 2 bard spells known. You can naturally cast 1 of these spells once per day based on your Charisma bonus. One of the spells you will want to take is Joyful noise, which helps protect against Silence, which can be devestating for primary Casters such as this. The other spell can be put to something else, of which 2 spells stand out:

  • Identify: One of the few spells that work well regardles of caster level. You can also learn it as a Wizard, but sometimes you can't be bothered to memorize it.
  • Amplify: This provides an immense bonus to Listen, and if you maxed Listen, its excellent for detecting stealth. Unfortunately, your bard level is 2, so it lasts just 2 rounds, and will end the round after you cast it. Best taken only if you also take Practiced Spellcaster: Bard, then it lasts 6 rounds, giving you ~30 seconds of detection after casting. So its only worth taking if you can meet both these requirements:


Feat SetsEdit

The core feats of this build are all obtained by level 21. After that, you can select the set of feats you think will suit this build best. Among the many possible sets, there are several I would recommend:


Armored Caster with Spell PenetrationEdit

This combination allows gives your Wizard the ability to cast level 1-9 spells with no ASF. Even without Autostill feats, you can already carry a mithril light or heavy shield with no ASF. The additional feats therefore, really only have the extra benefit of letting you run around in Mithril Chain Shirt light armor, for an extra 4 AC.

The real reason for going down the Armored Caster route is for Stone or Iron Body. These are extremely powerful buffs that give you a whole hosts of immunities and a nice chunk of uncapped Damage Reduction. E.g. Clerics like to throw out Word of Faith to blind you, but with Stone/Iron body, you are immune to blindness. You gain immunity to crtical hits, so those Falchion and Scimitar Weapon Masters can't deal triple damage anymore. Rogues sneak attacks become useless, or only do half damage if they have epic precision.

However, Stone/Iron Body also give a -8 ACP penalty, that tends to wreck your Hide and Move skills, and HiPS. Against foes who have no points in Spot/Listen (such as many of those in campaigns), this penalty is negligible as they still can't see you. Against those with Maxed Hide/Listen, this penalty is again negligible, as they already can see you all the time.

The penalty only starts to count when facing foes who invested in Spot/Listen cross class. Against such enemies, going with Armored Caster essentially gives you 2 'modes'. When Stone/Iron Body is off, you are a Stealthy Wizard. When it is on, you become a tough Wizard. You can therefore enter a fight as a Stelathy Wizard. If you discover that your enemies are not taken in by HiPS, you can turn on Stone Body to become a tough Wizard, thereby making yourself much harder to kill.

Epic Feats:

Wizard Bonus Feats:


Armored Caster with Persist SpellEdit

Similiar to above, but with Persist Spell rather than Spell Penetration. There is generally only 1 real reason for Wizards to pick the Extend Spell-> Persist Spell combo, and that is for Persistant Haste, a very powerful party buff.

However Time Clerics (and some other Wizards) can also cast Persistant Haste. And in settings with limitless Rest, you can just repeatedly cast normal Haste and it will last you 2-3 minutes. Furthermore, some Worlds may have items that grant persistant haste without need of this spell. E.g. In NWN2 MoTB, Safiya can cast Persistant Haste for you, so you don't need to take it yourself. In such cases, "Armored Caster with Spell Penetration" would be a better choice.

Epic Feats:

Wizard Bonus Feats:


High DC Caster with Spell PenetrationEdit

Compared with the "Armored Caster with Spell Penetration", you lose the ability to cast in Armor and Stone/Iron Body, but you gain +4 Int for +2 to DC and some extra skill points. The main emphasis is the gain in DC which is invaluable for any Wizard. But the loss of Stone/Iron Body means you lose a lot of tactical options.

Epic Feats:

Wizard Bonus Feats:


Guerilla Arcane Scholar: Character ProgressionEdit

CL Class Feat Bonus/Class Feats Attributes
1 Bard 1 Spellcasting Prodigy Bardic music, Bardic knowledge, Countersong, Fascinate, Inspire courage +1
2 Wizard 1 Scribe scroll, Summon familiar
3 Bard 2 Able Learner Inspire competence +2
4 Wizard 2 +1 int
5 Wizard 3
6 Wizard 4 Skill Focus: Concentration
7 Wizard 5 Empower Spell
8 Wizard 6 +1 int
9 Wizard 7 Skill Focus: Spellcraft
10 ASoCK 1 Maximize Spell
11 ASoCK 2 Spell Knowledge +1
12 ASoCK 3 Dodge Improved Empower Spell +1 int
13 ASoCK 4
14 ASoCK 5 Quicken Spell
15 ASoCK 6 Mobility
16 Shadowdancer 1 Hide in plain sight +1 int
17 ASoCK 7 Improved Maximize Spell
18 ASoCK 8 Practiced Spellcaster: Wizard Spell Knowledge +2
19 ASoCK 9
20 ASoCK 10 Improved Quicken Spell +1 int
21 Wizard 8 Great Intelligence
22 Wizard 9
23 Wizard 10 One of Your Choice, One of Your Choice
24 Shadowdancer 2 Darkvision, Evasion, Uncanny dodge +1 int
25 Wizard 11 One of Your Choice
26 Wizard 12
27 Wizard 13 One of Your Choice
28 Wizard 14 +1 int
29 Wizard 15 One of Your Choice, One of Your Choice
30 Wizard 16


Levelling Notes

  • In the table above, ASoCK stands for Arcane Scholar of Candlekeep.
  • The Arcane Scholar gains some nice feats, without losing anything (unlike the Red Wizard which loses an entire spell school). Therefore, in the scheme above, Arcane Scholar levels are taken as early as possible.


Guerilla Red WizardEdit

Guerilla Red Wizard: Character CreationEdit

Race: Human (Red Wizard of Thay requirement)

Alignment: Any non-lawful for Bard. Any non-good for Red Wizard of Thay


Stats

Base Values Racial Modifiers Final Values
Str 10 10 10
Dex 16 16 16
Con 14 14 14
Int 16 16 24
Wis 8 8 8
Cha 12 12 12


BAB: 15


HP: (16*4) + (2*6) + (2*8) + (10*4) + 90 con bonus= 222 (+30 more if you use a Beetle Familiar)

Saves

Fort: 5 + 0 + 0 + 3 = 8 +2 Con

Will: 10 + 3 + 0 + 7 = 20 -1 Wis

Reflex: 5 + 3 + 3 + 3 = 14 +3 Dex

And Evasion


Guerilla Red Wizard: SkillsEdit

Similiar to the Guerilla Arcane Scholar, your Hide and Move skills power your Hide in Plain Sight and should be maxed out. However, early in the game, before your Hide and Move skill cap is high enough to properly employ stealth, you can safely lower them, and instead boost your campaign convo skill initially. Later on when your spare skill points pour in, you can max out Hide and Move.

Other Notable Ways for boosting Hide/Move:

  • Spiderskin Provides +5 to Hide (but not Move Silently)
  • Greater Heroism provides +4 to all skills
  • Bard Inspire Competence gives +2 to all all skills.

16 Starting Int nets you 5 skills per levels, 6 including the human bonus skill points. The 6 Core Skills of this build are:

  • Concentration
  • Spellcraft
  • Tumble
  • UMD
  • Hide
  • Move

Additionally, you get a few extra skill points from your Bard and Shadowdancer Splashes, and from Raising Int. You can set these points to one of the 3 following possibilities:

  • Max out a Convo skill for campaigns: For Campaign Convo skill, I recommend Diplomacy if you plan to go down the Good path, and Bluff if you plan to go down the Evil path.
  • Max out Spot to counter Feint, and to a lesser extent, Stealth: Spot is used to counter Feint, and detect Stealth. However, because many sneakers have spells that boost Hide to undetectable levels, it doesn't always work against them.
  • Max out Listen to counter Stealth: Unlike Hide, there are very few ways of boosting Move Silently. As such, Listen tends to be a more effective means of stealth detection. However, Listen does not counter Feint, so you trade off better Stealth detection for no Feint protection.

Note that because Spot is a Shadowdancer, but not a Bard Class skill, to maximize your skill points, you should try NOT to invest points into it until after you get Able Learner on level 1. However, the Convo skills and Listen are class skills for a Bard, so you can max those out immediately at level 1, and put in spare points as you get them. In either case, try and save the full 5 points on level 1 to put into the skill of your choice over the next few levels.


Guerilla Red Wizard: OverviewEdit

Feats

Character Feats

Feats

1. Spellcasting Prodigy

1. Able Learner

3. Dodge (SD requirement)

6. Mobility (SD requirement)

9. Practiced Spellcaster: Wizard

12. One of Your Choice

15. One of Your Choice

18. One of Your Choice


21. Great Intelligence

23. One of Your Choice

25. One of Your Choice

27. One of Your Choice

29. One of Your Choice


Wizard Bonus Feats:

5. Extend Spell

10. Spell Penetration

15. Greater Spell Penetration


Red Wizard of Thay Bonus Feats:

5. Empower Spell

10. Maximize Spell


Pre-Epic Feats of Choice

At levels 12, 15 and 18, you have a few feats of choice. There are many possibilities, but here are a few recommendations:

  • Practiced Spellcaster: Bard, can help boost Amplify spell (see below)
  • Toughness: Works well because Wizards tend to be short on hitpoints
  • Extend Spell: Useful for some spells with limited durations, such as Greater Invisibility, Clairaudience/Clairvoyance.
  • Item Crafting Feats: In case you need to help your friends enchant their stuff.


Bard Spells

When you take the 2nd Bard level, you get to choose 2 bard spells known. You can naturally cast 1 of these spells once per day based on your Charisma bonus. One of the spells you will want to take is Joyful noise, which helps protect against Silence, which can be devestating for primary Casters such as this. The other spell can be put to something else, of which 2 spells stand out:

  • Identify: One of the few spells that work well regardles of caster level. You can also learn it as a Wizard, but sometimes you can't be bothered to memorize it.
  • Amplify: This provides an immense bonus to Listen, and if you maxed Listen, its excellent for detecting stealth. Unfortunately, your bard level is 2, so it lasts just 2 rounds, and will end the round after you cast it. Best taken only if you also take Practiced Spellcaster: Bard, then it lasts 6 rounds, giving you ~30 seconds of detection after casting. So its only worth taking if you can meet both these requirements:


Feat SetsEdit

The core feats of this build are all obtained by level 21. After that, you can select the set of feats you think will suit this build best. Among the many possible sets, there are several I would recommend:


Armored CasterEdit

This combination allows gives your Wizard the ability to cast level 1-9 spells with no ASF. Even without Autostill feats, you can already carry a mithril light or heavy shield with no ASF. The additional feats therefore, really only have the extra benefit of letting you run around in Mithril Chain Shirt light armor, for an extra 4 AC.

The real reason for going down the Armored Caster route is for Stone or Iron Body. These are extremely powerful buffs that give you a whole hosts of immunities and a nice chunk of uncapped Damage Reduction. E.g. Clerics like to throw out Word of Faith to blind you, but with Stone/Iron body, you are immune to blindness. You gain immunity to crtical hits, so those Falchion and Scimitar Weapon Masters can't deal triple damage anymore. Rogues sneak attacks become useless, or only do half damage if they have epic precision.

However, Stone/Iron Body also give a -8 ACP penalty, that tends to wreck your Hide and Move skills, and HiPS. Against foes who have no points in Spot/Listen (such as many of those in campaigns), this penalty is negligible as they still can't see you. Against those with Maxed Hide/Listen, this penalty is again negligible, as they already can see you all the time.

The penalty only starts to count when facing foes who invested in Spot/Listen cross class. Against such enemies, going with Armored Caster essentially gives you 2 'modes'. When Stone/Iron Body is off, you are a Stealthy Wizard. When it is on, you become a tough Wizard. You can therefore enter a fight as a Stelathy Wizard. If you discover that your enemies are not taken in by HiPS, you can turn on Stone Body to become a tough Wizard, thereby making yourself much harder to kill.


Character Feats:


Medium DC Caster with Epic Spell PenetrationEdit

Compared with the "Armored Caster", you lose the ability to cast in Armor and Stone/Iron Body, but you gain +2 Int for +1 to DC and a some skill points. You also gain Epic Spell penetration and an Epic feat of your choice. The Spell penetration feats combined with your improved caster level effectively let you ignore Racial from a Drow of Deep Gnome of equal level. But the loss of Stone/Iron Body means you lose a lot of tactical options.


Character Feats:


Guerilla Red Wizard: Character ProgressionEdit

CL Class Feat Bonus/Class Feats Attributes
1 Bard 1 Spellcasting Prodigy, Able Learner Bardic music, Bardic knowledge, Countersong, Fascinate, Inspire courage +1
2 Wizard 1 Scribe scroll, Summon familiar
3 Wizard 2 Dodge
4 Wizard 3 +1 int
5 Wizard 4
6 Wizard 5 Mobility
7 Wizard 6
8 Shadowdancer 1 Hide in plain sight +1 int
9 Wizard 7 Practiced Spellcaster: Wizard
10 Wizard 8
11 Wizard 9
12 Wizard 10 Spell Penetration, One of Your Choice +1 int
13 Wizard 11
14 Wizard 12
15 Wizard 13 One of Your Choice
16 Wizard 14 +1 int
17 Wizard 15 Greater Spell Penetration
18 Wizard 16 One of Your Choice
19 RWoT 1
20 RWoT 2 +1 int
21 RWoT 3 Great Intelligence
22 RWoT 4
23 Shadowdancer 2 One of Your Choice Darkvision, Evasion, Uncanny dodge
24 Bard 2 Inspire competence +2 +1 int
25 RWoT 5 Empower Spell, One of Your Choice
26 RWoT 6
27 RWoT 7 One of Your Choice
28 RWoT 8 +1 int
29 RWoT 9 One of Your Choice
30 RWoT 10 Maximize Spell


Levelling Notes

  • In the levelling scheme aboce, RWoT stands for Red Wizard of Thay.
  • The Red Wizard loses another spell school as soon as he takes his first level of this prestige class. He will no longer be able to learn spells from this new opposing school, but those he had learnt previously will not be lost. Because of this, you want to delay taking Red Wizard levels until as late as possible, so that you can learn as many spells as you can from this school, before you lose it. Therefore the Red Wizard levels are taken as late as possible in this scheme.

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