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Spell Changes

This section documents how spells behave in Wyrdwood. Only spells with changes from vanilla NWN:EE are noted; spells listed as "Unchanged" work exactly as in the base game.

Browse by Class

ClassSpell levels
Cleric0–9
Druid0–9
Ranger1–4
Paladin1–4
Bard0–6
Wizard / Sorcerer0–9

Spellcasting past level 20

In standard NWN, spellcasters stop gaining new spell slots at level 20 — every epic level after that grants nothing to your slots-per-day. Wyrdwood changes this: the full casters keep growing.

Starting at level 24, and again every 4 levels (24, 28, 32, … 60), you gain +1 slot to every spell level you already have — from cantrips all the way up to your highest. No new spell levels are unlocked (9th remains the ceiling); you simply get more castings of everything.

The bonus keeps climbing the whole way to the level 60 cap, reaching +10 at level 60. Levels 21–23 are unchanged from level 20.

Slots per spell level by tier

Character levelBonusWizardSorcererCleric / DruidBard
20 (baseline)466 / 5*4
21–23+0466 / 5*4
24–27+1577 / 6*5
28–31+2688 / 7*6
32–35+3799 / 8*7
36–39+481010 / 9*8
40–43+591111 / 10*9
44–47+6101212 / 11*10
48–51+7111313 / 12*11
52–55+8121414 / 13*12
56–59+9131515 / 14*13
60+10141616 / 15*14

* Cleric and Druid use a split: the higher number applies to spell levels 0–5, the lower to spell levels 6–9.

Notes:

  • These are base slots. Bonus slots from a high casting ability (INT / CHA / WIS) stack on top as usual, and clerics still get their domain slots.
  • Sorcerers gain the extra slots but not new spells known — the additional castings draw from your existing known spells.
  • Bards cap at 6th-level spells, so the extra slots apply to spell levels 0–6 only.
  • Wizards, sorcerers, clerics, and druids reach 9th-level spells; the epic slots deepen every rank you have.

Wyrdwood player reference.