Video-based Walkthrough for Neverwinter Nights 2
SAND, M LN ELF TRANSMUTER 11
Sand has a number of key uses if you want him as a core party member. One, he is well suited to creating and crafting magical items. There are a few items that he wouldn't be able to create. These include Amulets of Natural Armor (which only a Druid could make), as well as the Robe of the Archmagi and Bracers of Armor since he can't cast Mage Armor, which is a spell from a school prohibited to Transmuters.
The second use is to buff up either himself or his comrades, since the Transmutation school has plenty of those.
The third use is to cast debilitating spells that take advantage of his Greater Spell Focus (Transmutation) feat, like Slow.
The fourth use is to cast offensive spells that also take advantage of his Greater Spell Focus (Transumtation) feat (e.g. Disintegrate), or offensive spells the efficacy of which is not dependent on the targets missing their saving throws.
Stats
- Str 10
- Dex 16
- Con 12
- Int 19
- Wis 12
- Cha 10
- 12th level: +1 Int
- 16th level: +1 Int
- 20th level: +1 Int
It's Intelligence all the way for Sand, for obvious reasons.
Skills
Sand starts off highly developed in Concentration, Craft Alchemy, Lore and Spellcraft. He'll also have some ranks in skills like Craft Armor, Heal, Listen, Spot, and Search.
I find it worthwhile, however, to have him pour everything into Craft Armor and Craft Weapon during the first few level-ups after he joins the party. His Intelligence score, and thus his greater number of skill points per level-up, will allow him to quickly attain the skill checks needed to forge any custom-made armor or weapon in the game.
Feats
Starting Feats:
- Combat Casting
- Brew Potion
- Scribe Scroll
- Spell Focus (Transmutation)
- Greater Spell Focus (Transmutation)
- Spell Penetration
- Extend Spell
- Skill Affinity (Listen)
- Skill Affinity (Search)
- Skill Affinity (Spot).
12th level: Combat Expertise - Sand doesn't need to hit anything in melee combat to be effective. A boost to armor class is always welcome though. The feat's tradeoffs are such that Sand enjoys the frills and can dismiss the spills as negligible.
15th level: Empower Spell - Sand does sometimes do well with damaging spells. An Empowered Disintegrate spell that inflicts massive damage on a single target stands out as a key weapon for Sand.
Greater Combat Expertise - Same rationale as for taking Combat Expertise in the first place. For a single-class Wizard like Sand, it isn't so much about being an offensive force as simply avoiding getting hit to begin with.
18th level: Improved Critical (Ray Touched Attack) - For Wizards like Sand who rely on ray-touch attack spells, this is a perfectly sensible feat. Spells like an Empowered Disintegrate and Polar Ray inflict enough damage as it is. Now imagine the damage from those spells being doubled on a successful critical hit.
20th level: Persistent Spell - One benefit is that he'll be able to cast a Shield spell on himself that will both immunize himself against Magic Missiles, but more importantly give himself a shield bonus to armor class. It won't wear off until he next rests. Another benefit is that he'll be able to cast a Haste on the party that also lasts until the party rests.
Spells
Sand has Greater Spell Focus: Transmutation, so his spell reflection should really emphasize Transmutation spells over others. His Extended Spell feat allows him to use long-lasting defensive buffs to ensure his resiliency. Spells that he may typically emphasize include:
- Balagorn's Iron Horn - An offensive option that allows Sand to knock multiple foes off their feet, albeit without damage.
- Mirror Image (Extended) - A wonderful defensive resources for any adventuring Mage.
- Haste (Extended) - Doubles the party's movement speed, and gives everyone an extra attack each round.
- Slow (Extended) - The opposite of Haste, it slows down the enemies' movement speed, and takes away 1 attack each round from them.
- Bestow Curse - A debuff spell that reduces all of a single target's ability scores by 3. Can be useful for boss fights.
- Disintegrate - The single-target massive damage spell that is bolstered by Sand's emphasis on Transmutation.
- Extract Water Elemental - A single target spell that inflicts 20d6 damage, and will create a Water Elemental if the target is killed outright. This also benefits from Sand's specialization.
- Isaac's Greater Missile Storm - An offensive spell whose offensive damage can't be reduced by saving throws.
- Mordenkainen's Sword - One of the better summoning spells in the game, as the Sword itself inflicts considerable damage and is resilient though not invulnerable.
- Greater Heroism - Probably the best buff that a caster can put on himself, and only on himself.
- Ethereal Visage (Extended) - Grants damage reduction 20 / adamantine, 20% concealment, and immunity to 1st and 2nd level spells. Unlike Stoneskin and Premonition, it lasts for a certain number of rounds no matter how much total damage has been reduced.
- Iron Body - Can give Sand damage reduction and some melee fighting ability at the same time if he's so inclined.
- Premonition - Grants damage reduction 30 / adamantine and lasts much longer, but will dissipate after absorbing enough damage from monsters.
- Polar Ray - Inflicts massive cold damage on a single-target. It involves a successful ray touch attack, so it can score double damage on a critical hit as well.
- Shapechange - Increases Sand's Versatility by giving him the option of turning into a Nightwalker, a Frost Giant, or an Iron Golem.
Inventory
- Weapon: Staff of the Magi (Quarterstaff +1, +4 deflection bonus to armor class, Shocking Grasp on each strike, 24 spell resistance, Magic Missile (9) 1/charge, Protection from Evil / 1 charge, Invisibility (3) / 2 charges, Web (3) / 2 charges, Dispel Magic (10) / 3 charges, Fireball (10) / 3 charges, Improved Mage Armor / 3 charges, Lightning Bolt (10) / 3 charges, Assay Resistance / 4 charges, Isaacs Lesser Missile Storm (13) / 4 charges, Stoneskin (7) / 4 charges, Wall of Fire (9) / 4 charges, Cone of Cold (15) / 5 charges, Lesser Mind Blank (9) / 5 charges, Lesser Spell Mantle (9) / 5 charges, 1 time use of retributive strike (6 x number of remaining charges of hit point damage to those caught in blast area)) - Looted from Koraboros after he attacks Ammon Jerro during Act III. It provides Sand with his deflection bonus to armor class and his spell resistance. He can also inflict extra electrical damage with it if he feels the need to make melee strikes (which is rare). I avoid the use of the charged abilities however.
- Helmet: Headband of Intellect +8 - Custom made. A high Intelligence score is obviously a must for any Wizard.
- Amulet: Anagry's Slave Collar (+1 1st level spell, +1 2nd level spell, +1 3rd level spell, Wizards only) - Purchased from Dayne Lenneth. Sand's amulet for the rest of the game. More spells are always welcome, even if they are low level ones. Sand will ultimately leave the good party during the climax, so I'm not driven to give him an amulet that confers immunity to ability / level draining.
- Armor: Grey Robe of the Archmagi (+5 armor class, Spell Penetration, spell resistance 10, Neutral alignment only, Sorcerers or Wizards only) - Obtained from Batha in Highcliff during Act III. The custom-made Robe of the Archmagi is better, but Qara is ahead in line for that. Still a natural choice for Sand.
- Cloak: Cape of Fire Bath (+2 saving throws, +10 fire resistance) - Looted from the Luskan Warpriest at Crossroad Keep. The saving throws bonus and the fire resistance are both welcome for an arcane spellcaster who hangs back and usually can only be damaged from afar.
- Gloves: Gloves of Concentration (+3 Concentration) - Found in a chest when Bevil and the main protagonist journey into the Swamp near West Harbor. A logical choice for a Wizard no doubt.
- 1st Ring: The Wanderer's Ring (+1 1st-level Wizard spell, +1 2nd-level Wizard spell, +1 3rd-level Wizard spell, +1 4th-level Wizard spell, light) - Purchased from Nya, and an easy choice for Sand.
- 2nd Ring: Ring of Elemental Resistance (+15 acid resistance, +15 cold resistance, +15 electrical resistance, +15 fire resistance) - Obtained from one of the Black Dragons in Nolaloth's Valley. Items that add elemental resistances are always welcome, especially for an arcane spellcaster who hangs back at a distance from the action.
- Belt: Belt of Agility 8 (+8 Dexterity, Freedom of Movement) - Custom made. The Belt will improve his armor class, as well as immunize him against any paralysis-type effect.
- Boots: Boots of Striding +6 (+4 Constitution) - Custom made. More hit points and greater Fortitude saving throw bonuses never hurt anybody.
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