Summary

Attribute Base Race Final Mod
Strength 12 +0 12 +1
Dexterity 14 +0 14 +2
Constitution 14 -2 12 +1
Intelligence 18 +2 28 +9
Wisdom 8 +0 8 -1
Charisma 8 +0 8 -1
Hit Points:152
Base Hit Points: 152
Armor:14
Natural: 12
Base: 10
Pale Master - Bone Skin 1: +2
Armor: 0  
Shield: 0  
Deflection: 0  
Dodge: 0  
Dex: 2  
Spell Resistance:0

Attack Bonuses

Base Attack Bonus:14
Attack Bonus:
Melee: +1
Melee: +1
Strength: +1
Melee Touch: +1
Strength: +1
Ranged: +2
Ranged: +2
Dexterity: +2
Ranged Touch: +2
Dexterity: +2
Main Hand: +15 / +10 / +5
Ranged: +16 / +11 / +6

Saving Throws

Fortitude:11
Reflex:11
Will:19
Spells:6

Casting DC

Wizard:23 + Spell Level
General: 23
Base: 10
Intellegence: +9
Spellcasting Prodigy: +1
Epic Caster: +3
Abjuration: 23  
Conjuration: 23  
Divination: 23  
Enchantment: 23  
Evocation: 23  
Illusion: 23  
Necromancy: 26
Spell Focus (Necromancy): +1
Greater Spell Focus (Necromancy): +1
Epic Spell Focus (Necromancy): +1
Transmutation: 23  

Spellcasting

Arcane Caster Level:30
Arcane Spell Level: 9
Return to Top

Pros

Cons

  • Level 30 Wizard build.
  • Generalist Wizard: can cast any arcane spell in the Wizard's arsenal.
  • Full Intelligence topping-out at 28.
  • Full Stealth from level 6-7 onward.
  • Capable of crafting wands by level 5:
  • (..wands compensate for limited spells memorized per day, and also for spell failure due to armor or spells like Stone and Iron Body.)
  • Silent Spell + Auto Silent Spell 1-9 at epic levels to avoid all problems with Silence.
  • Capable of Persistent Spells by level 15.
  • Improved Empower Spell by level 14.
  • Capable of Listening (and Spoting) Stealth opponents for spell targeting with full Listen skill from level 15 onward.
  • 2 Epic Offensive Spells.
  • Full Spellcraft skill (as you would expect from any purist Wizard), enhanced with Skill Focus Spellcraft.
  • Full Concentration skill (as you would expect from any purist Wizard), enhanced with Skill Focus Concentration.
  • Full Diplomacy from level 10 onward.
  • Good Search, Spot, and Heal skills.
  • One less spell per day then a Specialist Wizard.
  • Intelligence could be marginally higher at epic levels with additional feats a purist Wizard would have.
  • Missing at least one feat when compared to a pure level 30 Wizard.
  • Missing an additional feat expended for the sake of skills via Able Learner.
  • Effectively missing 2 additional feats for the expenditures on Skill Focus Concentration & Spellcraft.  (..required for the Arcane Scholar of Candlekeep class.)
  • Low attack numbers for both melee and ranged touch attacks, somewhat disabling for slightly more than half the build for those few spells with either component.
  • Lacks the Still Spell grouping.
  • Lacks Quicken Spell & Improved Quicken Spell (for quick defenses).
  • Lacks Improved Maximize Spell.
  • Lacks Spell Penetration Feats.
  • Only 2 Epic Offensive Spells.
Return to Top

Outline

  Class Ability Feats Extra
1 Wizard (1)
- Cat
- General
 
  • Spellcasting Prodigy
  • Immunity To Sleep
  • Hardiness vs. Enchantments
  • Weapon Proficiency (Elf)
  • Skill Affinity (Listen)
  • Skill Affinity (Search)
  • Skill Affinity (Spot)
  • Keen Sense
  • Low-light Vision
  • Weapon Proficiency (Wizard)
  • Summon Familiar
  • Scribe Scroll
2 Wizard (2)    
3 Wizard (3)  
  • Able Learner
 
4 Wizard (4) INT  
5 Wizard (5)  
  • Craft Wand
 
6 Pale Master (1)  
  • Pale Master Spellcasting (Wizard)
  • Skill Focus (Concentration)
  • Bone Skin
7 Wizard (6)    
8 Wizard (7) INT  
9 Wizard (8)  
  • Skill Focus (Spellcraft)
 
10 Wizard (9)    
11 Wizard (10)  
  • Empower Spell
 
12 Arcane Scholar (1) INT
  • Arcane Scholar Spellcasting (Wizard)
  • Extend Spell
  • Maximize Spell
13 Arcane Scholar (2)  
  • Spell Knowledge (+1)
14 Arcane Scholar (3)  
  • Improved Empower Spell
15 Wizard (11)  
  • Persistent Spell
 
16 Wizard (12) INT  
17 Wizard (13)    
18 Wizard (14)  
  • Silent Spell
 
19 Wizard (15)  
  • Spell Focus (Necromancy)
 
20 Wizard (16) INT  
21 Wizard (17)  
  • Automatic Silent Spell (0 - 3)
 
22 Wizard (18)    
23 Wizard (19)  
  • Automatic Silent Spell (0 - 6)
 
24 Wizard (20) INT
  • Automatic Silent Spell (0 - 9)
 
25 Wizard (21)  
  • Epic Spell: Vampiric Feast
 
26 Wizard (22)    
27 Wizard (23)  
  • Great Intelligence (+1)
  • Greater Spell Focus (Necromancy)
 
28 Wizard (24) INT  
29 Wizard (25)  
  • Epic Spell Focus (Necromancy)
 
30 Wizard (26)  
  • Epic Spell: Hellball
 

Skill Points

Total:279
Wizard: +248
Pale Master: +7
Arcane Scholar: +24
Spent: 279
Unspent: 0
Return to Top

Skill Selection

Concentration:33 (34)
Diplomacy:33 (32)
Heal:15 (14)
Hide:33 (35)
Listen:33 (32)
Lore:7 (16)
Move Silently:33 (35)
Search:33 (42)
Spellcraft:33 (42)
Spot:16 (15)
  Concentration Diplomacy Heal Hide Listen Lore Move Silently Search Spellcraft Spot
1 +4 (4) +2 (2)   +2 (2)   +4 (4) +2 (2)   +4 (4)  
2 +1 (5)   +2 (2)     +1 (5)     +1 (5)  
3 +1 (6)     +1 (3)   +1 (6) +1 (3)   +1 (6)  
4 +1 (7) +1 (3) +1 (3)   +3 (3)          
5 +1 (8)         +1 (7)   +3 (3) +1 (7) +1 (1)
6 +1 (9)     +6 (9)     +5 (8)      
7 +1 (10)     +1 (10)     +2 (10)   +3 (10)  
8 +1 (11) +4 (7)   +1 (11)     +1 (11)   +1 (11)  
9 +1 (12) +4 (11)   +1 (12)     +1 (12)   +1 (12)  
10 +1 (13) +2 (13) +2 (5) +1 (13)     +1 (13)   +1 (13)  
11 +1 (14) +1 (14)   +1 (14) +3 (6)   +1 (14)   +1 (14)  
12 +1 (15) +1 (15)   +1 (15) +3 (9)   +1 (15)   +1 (15)  
13 +1 (16) +1 (16)   +1 (16) +3 (12)   +1 (16)   +1 (16)  
14 +1 (17) +1 (17)   +1 (17) +3 (15)   +1 (17)   +1 (17)  
15 +1 (18) +1 (18)   +1 (18) +3 (18)   +1 (18)   +1 (18)  
16 +1 (19) +1 (19)   +1 (19) +1 (19)   +1 (19) +2 (5) +1 (19) +1 (2)
17 +1 (20) +1 (20) +3 (8) +1 (20) +1 (20)   +1 (20)   +1 (20)  
18 +1 (21) +1 (21) +2 (10) +1 (21) +1 (21)   +1 (21)   +1 (21) +1 (3)
19 +1 (22) +1 (22)   +1 (22) +1 (22)   +1 (22) +3 (8) +1 (22)  
20 +1 (23) +1 (23)   +1 (23) +1 (23)   +1 (23) +2 (10) +1 (23) +1 (4)
21 +1 (24) +1 (24)   +1 (24) +1 (24)   +1 (24)   +1 (24) +3 (7)
22 +1 (25) +1 (25)   +1 (25) +1 (25)   +1 (25)   +1 (25) +3 (10)
23 +1 (26) +1 (26)   +1 (26) +1 (26)   +1 (26) +3 (13) +1 (26)  
24 +1 (27) +1 (27)   +1 (27) +1 (27)   +1 (27) +2 (15) +1 (27) +2 (12)
25 +1 (28) +1 (28)   +1 (28) +1 (28)   +1 (28) +1 (16) +1 (28) +2 (14)
26 +1 (29) +1 (29)   +1 (29) +1 (29)   +1 (29) +5 (21) +1 (29)  
27 +1 (30) +1 (30)   +1 (30) +1 (30)   +1 (30) +3 (24) +1 (30) +1 (15)
28 +1 (31) +1 (31)   +1 (31) +1 (31)   +1 (31) +3 (27) +1 (31)  
29 +1 (32) +1 (32) +1 (11) +1 (32) +1 (32)   +1 (32) +5 (32) +1 (32) +1 (16)
30 +1 (33) +1 (33) +4 (15) +1 (33) +1 (33)   +1 (33) +1 (33) +1 (33)  
Return to Top

Notes

This is the build: NecroMaster under the NWN2 wikia.  This build however is fully "fleshed-out" here and does not emphasize Necromancy per se, further it was "arrived at" independently by me and perhaps many others for some very basic reasons:

If it were not for Stealth, Improved Empower Spell, and other basic skills - I'd opt for a full pure Wizard for the additional feats.

HOWEVER, each of those 3 factors is important to a powerful build, perhaps enough for any one of which to sacrifice a full pure Wizard build.  But all 3 factors compel a build like this to be favored - STRONGLY FAVORED.

 

Note that for the most part limitations from saves and spell resistance usually don't factor into a good purist Wizard build.  The reason for this is because there are several counter-spells/protection spells designed to handle various offensive and disabling spells.  In other words a well played Wizard really doesn't need any high saves or spell resistance.  Note however that you could just as easily choke down the level penalties from Drow or Yuan ti for Races with both spell resistance, and better attributes with enhanced saves.  Up to you.

 

A few enhancements need to be utilized to their fullest to get all the potential this build is capable of:

1. Intelligence Modifiers: get these as high as possible to receive better strength against saves from your spells.  It is crucial to this build (..and actually any purist Wizard build).

2. Stealth Modifiers: Hide and Move Silently need to be significantly augmented throughout the build - the final numbers should be greater than 45 for each.  Remember though that you have your Cat Familiar to improve these skills.  While not crucial it can result in a HUGE advantage for this build.

Stealth can be further augmented via Invisibility, particularly cast from a wand.  In effect you can move around while in stealth and cast an offensive spell.  THEN cast Invisibility from the wand and finally go back into Stealth mode.  It works out in timing and effect almost as if you had Hide in Plain Sight, but actually it can be better because:

1. Invisibility offers 50% concealment.

2. Unless an opponent has Blindsight or True Seeing ON, it makes it very difficult to target you as long as you are standing still.

Note that with the exception of the concealment, a very high skill level in both Hide and Move Silently can even render you untargetable to opponents with Blindsight or True Seeing.  HOWEVER, you have to be able to properly get into Stealth Mode when in visible sight of the opponent, and only Hide in Plain Sight or either Greater Invisiblity or Invisibility will do that.

 

Despite the importance of all the above, perhaps the most important thing about this build is the often over-looked quality that it is a Generalist Wizard.

No Wizard's arcane spells are "off-limits" to this character.  This is hugely important for dealing with ANY situation.

If you can't beat an opponents saves then you can always switch to a spell that either can (because its higher in level), OR a spell that doesn't have a save component.

If you can't beat an opponents spell resistance then you can always switch to a spell that doesn't have spell resistance as a component.

If you want to use a touch attack type spell and can't quite meet the attack numbers necessary to do this then you have several spells to choose from to augment this, notably True Strike.

 

OK - so why the addition of the focus feats in Necromancy?

1. The comments made on Vampiric Feast and Empowered Horrid Wilting on the NecroMaster build hold true, however:

2. Necromancy has some of the strongest area attack spells beyond those two - and Fortitude is the major save component in each spell, and is also the save most likely to be "high" on opponents - so is most likely to be saved against.  In particular Circle of Death and (for Undead) Undeath to Death as Empowered spells are some of the most potent offensive spells in the game.

3. Most of the better Evocation spells have either no save component, or a "halved" save component and are often based on Reflex saves which Opponents usually don't have as high.

 

Why the Auto Silent Spell?

NWN2 is BROKEN when it comes to the spell: Silence.  It works perfectly fine so long as the spell directly targets your character - THAT could be saved against or even potentially spell resisted by your character.  However 99% of the time Silence is lobbed near your character as an area effect that removes both save and resist components.  There are only 4 generally effective remedies to this:

1. Utilize spells that have been saved/memorized under the Silent Spell listing at one level penalty.

2. Utilize a full Bard with Joyful Noise, OR several Bard levels with Joyful Noise (..note however that you can't craft this into a Wand or Potion from a Bard's spell listing.)

3. Cast spells from Wands (limited to 4th level), or Potions only.

4. Utilize Auto Silent spell 1-9.

For an Epic Wizard - #4 is primarily the choice.

You can also move to another spot that is not Silenced, but chances are that once you have moved there your opponent will cast Silence again in that location.  You could Dispell this, but this would likely effect at least some of your protections (..though I need to check this out).

 

Why not other things like meta feats such as Quicken, Maximize, and Still Spell?

Maximize rarely results in much greater damage from an offensive spell than Empowered Spell, and even Improved its still higher in spell level "cost" than an Improved Empower Spell.

Quicken is usually used exclusively for placing defenses quickly.  In point of fact a well played purist Wizard should never have to put a defense up quickly.  In those instances where your playing ability is less than spectacular: Stealth can help tremendously.

Still Spell as Auto Still 1-9 would have been very nice to have had.  NOT for wearing armor or using a shield, but rather to use the spell Iron Body.  However there just were not enough feats to do this without removing Auto Silent which was deemed crucial to the build.  Also note that you can still cast spells from wands without penalty while in Iron Body - so the "Orbs" and Issac's Lesser Missile Storm (while un-empowered), are still potent offensive spells.

 

 

Return to Top

Comments

+0Rating: By RobotXYZakaClaudius on 25th June 2009(post hidden)
Scott it would be sweet if you could cast your own silence spells.  Any chance to get enough UMD to use scrolls of silence from a cleric friend??  Or perhaps its a bard spell too and you already have arcane wands usage?  Could help your stealth against a detector caster as well.  Drop a silence zone then creep up and go to work.
Last edited on 25th June 2009
+0Rating: By ScottG on 15th July 2009(post hidden)

Ola Claudius!  (..sorry it's taken me so long to reply - haven't been here for a while.)

 

It would end-up being a very different build.

To get Silence would either require a UMD 22 + a Silence spell scroll (which are rare), OR

3 levels as a Cleric and either the Sun Elf or Drow race + the feat Practiced Spellcaster Wizard (to compensate for the non-wizard levels).  This would kill several wizard feats.  (..you would also need to have +4 Wisdom modification to cast Silence.)

NOTE:

Like Joyful Noise, Silence can NOT be crafted into a wand.

http://nwn2.wikia.com/wiki/Craft_Wand
Last edited on 15th July 2009
+0Rating: By Thorsson on 18th June 2009(post hidden)
Hmm. You mention Stealth, but you don't have the one thing almost essential to a Stealth Character - HiPS.
+0Rating: By ScottG on 18th June 2009(post hidden)

I do mention Hide in Plain Sight, and I mention how to achieve something comparable or perhaps even better.

What I have not specifically mentioned is why the build does not include Hide in Plain Sight.

Specifically it ccmes down to feats.

To have a full level 30 Wizard would required the feat Practised Spell Caster Wizard.  The Shadow Dancer class would also require Dodge and Mobility.  I believe it would also disrupt the feat progression by one feat (or an additional feat lost).

The sad fact is that even as shown, there are not enough feats available.  An additional 3-to-4 feats "lost" would be FAR to much to bear for a well built Wizard.

There is also the consideration of when you would spend the feats.  At early levels the addtion of Dodge and Mobility would significantly effect the effectiveness of the build at those levels, not only in their effect but also in selecting the prestige class Arcan Scholar of Candle Keep at the appropriate time.  At Epic levels their inclusion would likely alter the ability to select specific Epic level feats.

+0Rating: By Thorsson on 18th June 2009(post hidden)

Well Able Learner isn't needed, and Hellball certainly isn't.

And then there's Improved Quicken. Apparerntly its only use is to get up a defensive spell quickly. Possibly you've never heard of Bigby's Forceful Hand? Well a quickened version of one of those will have you rendered incapable before you cast your first spell.

Don't get me wrong. This is an interesting concept. It has its weaknesses though.

+0Rating: By ScottG on 18th June 2009(post hidden)

Able Learner is needed to get Stealth up to maximised levels, its also needed not to "piss" away huge amounts of skill points.

Hellball is a nice spell to have.  Needed?  No. Desirable, yes.  (..actually this is the only real "free-be" feat in the build.)

I love Bigby's Forcefull Hand.  You don't need to quicken this spell though, you have the first attack via Stealth or Ethereal Jaunt.  (..it's too bad there isn't Time Stop.) 

"Quickining" is spell-level per-day expensive, even with the "Improved" variety.  That substantially limits its use.  It is the reason why it is usually only reserved for putting up a defensive spell quickly. (i.e. you only have one of them in your spell book.)

Quickining also doesn't play nicely with "stacking" (or casting multiple spells), you don't get maximum value for your quicking that way.  So the concept of quicking more than one spell doesn't quite work out for more than one casting and opponent. 

A quickined casting of Bigby's Forceful Hand in a "non-first attack world" would be sufficient/effective against a single attacker, thus providing you with your defense.  Generally not true against multiple opponents.

On the other hand a quickcasting of Lesser Spell Mantle, Greater Stone Skin, Mirror Image, Invisibility, etc. can provide protection against multiple opponents (depending on the type).

 

Like any purist Wizard, it's all down to how you play the character.  Greater proficiency by the player usually overcomes most, if not all significant limitations.  Sure, it has it's weaknesses but what build doesn't?  Play this build well and most of those weaknesses disapear - and this is something you can't accuratly say about most builds/class-types.

+0Rating: By GT74 on 18th June 2009(post hidden)
I haven't tried it myself but I read that it was not possible to target yourself with a silence spell...?
+0Rating: By ScottG on 18th June 2009(post hidden)

Correct.  Only the area. 

Practically speaking though a good Silence caster will layer the combat zone with Silences - particularly Bards who can also use Joyfull Music to then still cast their own spells.  For Clerics they'll just layer the area and then wade-in and litterally hammer at the Wizard.

+0Rating: By GT74 on 18th June 2009(post hidden)

Interesting.  I've heard about party casters that cast silence on their fellow party sneakers who then go on and harass opposing wizards with impunity! 

Good stuff!

+0Rating: By ScottG on 18th June 2009(post hidden)

..yup - and with a character like this (at epic levels) you are just giving it an advantage.

Actually you can't cast it on yourself or "frendlies", but you can cast in a particular area - if the Rogue is within that area then their movements are 100% Silenced.

Silence is *also* useful for blocking Epic Bard song.

Note that you can leave the area, but this doesn't do much good if the opponent is layering Silences (or lobbing them near you when ever you move).

What I have not tested is just how "dispellable" this effect is..

In other words if its fairly easily disepelled then you can always utilize a wand casting of lesser or regular Dispel Magic, and because of its weak strength should not remove protections (if you are in the area being dispelled).  On the other hand it would likely still interfere with any of the Mantles. 

You could also concievably move to a non-Silenced area and then cast a Dispell Magic on the Silenced area, and not remove your protections.  Then it becomes more of a contest to see who has more spells, you or your opponent.  Again if a Wand casting is sufficient then you are good to go, but it will be tedious work.  This also would not work on an area that was non-magically "silenced".

Anyway, looks like I have some testing to do.. might just be able to "get-back" those Auto Still's after all.

Last edited on 18th June 2009


You must be logged in to comment on this build.

Export Build
Export Type






Export Options:
Start New Build

Select your build options.

Game Version
Maximum Level

You can change these options from inside the builder
via the Options and Utilities menu but it may require
an engine restart.