Wizards - Wizards, Specialists and Sorcerers
Wizards study arcane knowledge and are adept at casting powerful spells. Naturally, they are weak in physical combat. Wizards may also choose to specialize in one of the eight major schools of magic. To enter new spells into their spell books, a wizard must copy them from scrolls that are found or bought. The number of spells that can be copied into the spell book and the chance of failure on copying the spell are determined by the wizard's intelligence. These spells are then memorized to be cast the following day. Note: A sorcerer does not learn spells from scrolls, he/she chooses new spells with each level up. As they rise in levels, wizards gain additional attacks per round using the 3rd Edition Base Attack Bonus rules. The experience point progression of wizards is summarized here. There are now rules for combat casting and spell disruption.
Class Descriptions
Important Tables
Combat casting
In Icewind Dale II when a caster is trying to cast a spell while in melee combat, he/she must make a Concentration check against a DC15 + the spell level. This is done when trying to cast a spell within 5 feet of an enemy. Keep wizards away from hand-to-hand combat to avoid this risk.
Spell Disruption
In Icewind Dale II when a caster takes any amount of damage while casting a spell, there is a chance that the spellcasting will be disrupted for the round. The spell is lost from memory and must be re-memoized.
The higher a wizards level and Concentration skill are, the less chance Spell Distruption. Keep wizards away from hand-to-hand combat to reduce this risk.
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