Wizards can cast spells through their familiar, which uses its reaction to deliver the spell without waiting for its turn. However, spells with a range of self cannot be cast through the familiar. A level 3 spell called “Enhance Familiar” grants bonuses to a wizard’s familiar, such as 2 to saves, attack and melee damage rolls, and 2 dodge AC bonus.
A character can cast a spell through their familiar if the spell has a range of Touch, but the familiar must be within 100 feet of you. The familiar uses its reaction to deliver the spell when cast. Sorcerers have a limited selection of spells, so choose ones that are useful in many situations and get more powerful as you level up.
Wizards or sorcerers can summon their familiar once per day, like the Panther familiar, a tough melee fighter. The cast spell item property allows a character to use an item to cast a spell without requiring a spell slot or requiring the character to be able. A wizard can call a familiar as a small, magical creature that serves them.
To cast a spell, a wizard must have a Intelligence score of 10 + the spell’s. Familiars can cast divine spells, but they must be within 100 feet of you and use its reaction to deliver the spell. Wizards can summon animals and familiars, similar to summoning spells, but are more permanent.
To summon a familiar, click on the spell in your spellbook or scroll in your quickslot, then point at the ground where you want it to appear.
📹 Neverwinter Nights Tactics: Playing A Wizard
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Healing Kits are my go to hit point restorer. You can use them in the middle of combat and they don’t trigger attacks of opportunity. Charm spells can be supplimented by scrolls. You can dismiss a summons by using the right click dial. As far as henchmen go, if you can get a second henchman, consider a rogue for dealing with traps. If you can’t have arogue in the group, then pit a couple of points into Search, and get ahold of a Lens Of Detection. Having a protection from energy spell on you, and maybe Stoneskin, helps too.
– Conjuring, buffs and debuffs are the wizards main bread and butter. A buffed fighter/familiar/summon will outdamage a fireball slinger everytime. Buffs, CControl, AOE. if you want to play evoker, blast tons of dudes, play sorcerer instead. – INT wizards get loads of skillpoints, they almost always take a late game Rogue dip just to spend them on useful skills. – healing kits are great and always underestimated. – never hesitate to use a scroll, potion or item charge.