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This page is specifically for the mage class in Template:BG:EETemplate:SoDTemplate:BGIITemplate:ToBTemplate:BGII:EE.

For the version in Baldur's Gate GTRBPSK Icon BG1Baldur's Gate (1998)
This icon indicates content from the original Baldur's Gate campaign.
Template:TotSC, refer to Mage (Baldur's Gate).

Introduction

Mages use spells which lead to different effects on creatures and objects. Their magic can be used for offensive ends, inflicting damage and status effects on the user. It can be used for supportive goals, increasing the armor rating of the mage or for allies, and can be used to summon creatures. Most of their magic can't be used to restore health, for that you need clerics, druids, or Shaman, however, they are able to remove curses from allies.

Their mastery of the magical art comes at the price of not being skilled in martial combat, they cannot wear heavy equipment such as shields, headgear and body armor, they are only able to wear magical robes. For that reason mages aren't usually found on the front line of large battles. They also have a limited amount selection of weapons, which are staffs, daggers, slings and darts. Unlike Specialist Mages, mages can learn any spell from all eight schools of magic. Mages are free to choose any alignment they like.

In order for mages to cast a spell, first they need to successfully scribe a mage spell scroll into their spell book (scroll lost in process regardless of success or failure), in which they must prepare the spell by putting it into an empty spell slot, then they have to rest to get the spell ready.

Only humans, elves and half-elves may become mages, gnomes will automatically become Illusionists.

Ability Scores

Ability Score Minimum Score^^
Strength 3
Dexterity 3
Constitution 3
Intelligence^ 9
Wisdom 3
Charisma 3

During character creation, rolls below the minimum value for the class will be increased to that value. This table uses the values for humans, other Races have modified ability scores.

^ Prime Requisites for Dual-classing.

^^ Applies only to standard Mage and the Wild Mage class kit. The Specialist Mage class kits have varying minimum ability scores.

  • In Enhanced Editions, Intelligence score determines up to which levels of spells the character can learn, counting in both natural scores and temporary altering values.

Mage Spellbook

Mages, bards, sorcerers are able to cast arcane spells.

Class kits

Mage

The wizard strives to be a master of magical energies, shaping them and casting them as spells. To do so, they study strange tongues and obscure facts and devotes much of their time to magical research. A wizard must rely on knowledge and wit to survive. Wizards are rarely seen adventuring without a retinue of fighters and men-at-arms. Because there are different types (or schools) of magic there are different types of wizards. The Mages study all types of magic and learn a wide variety of spells, their broad range makes them well suited to the demands of adventuring.

Class features:

  • May not wear any armor
  • May only use the following weapons: dagger, quarterstaff, dart, sling
  • May only become Proficient (one slot) in any weapon class
  • May not place any slots in any fighting style
  • May cast arcane spells
  • Hit Die: d4
  • Prime Requisites For Dual-Classing: Intelligence

Gameplay

Specialist Mage

*Abjurer specializes in protective magics; *Conjurer specializes in creating creatures and objects to for assistance; *Diviner specializes in detection and divining magics; *Enchanter specializes in manipulating the minds of sentient beings; *Illusionist specializes in creating illusions to confuse and mislead; *Invoker specializes in the manipulation of raw and elemental energies; *Necromancer specializes in magic dealing with death; *Transmuter specializes in magic that alters physical reality.

Class features:

  • Have different minimum Ability Scores in character generation in addition to intelligence score of 9

Advantages:

  • May cast one additional arcane spell per spell level
  • Receives a +15% learning chance bonus when scribing scrolls from the chosen school
  • Receives a -2 bonus when making Saving Throws against spells from the chosen school, including cleric spells and innate abilities
  • Targets suffer a +2 penalty when making Saving Throws against spells from the chosen school, also applies to cleric spells for multi- dual-classing specialist mages and innate abilities

Disadvantages:

  • May not learn, use arcane scrolls, or cast any arcane spells of the opposite school, may still use all priest scrolls and spells if multi- or dual- to cleric
  • Receives a -15% learning chance penalty when scribing scrolls from other schools

Gameplay

Wild Mage

Wild Mages are wizards who specialize in the study of wild magic. They have access to spells to protect themselves from wild magic and bend it to their wills. Wild magic is extremely unpredictable and should be used with caution.

Wild Magic is a new type of magic that is characterized by powerful and dangerous surges of unpredictable magic. Generally considered to be an unfortunate byproduct of the Time of Troubles, wild magic has recently begun to attract the attention of many a curious or scholarly wizard.

Class features:

  • May memorize one additional arcane spell per spell level
  • May cast the 1st-level spell Nahal's Reckless Dweomer, 2nd-level spell Chaos Shield and 7th-level spell Improved Chaos Shield, all included in spellbook for free
  • Upon casting a spell, there is a 5& chance of incurring a Wild Surge, which generates a completely random magical effect from the spell being cast. Its effects may be either beneficial or detrimental to the Wild Mage and allies
  • Casting level varies slightly whenever a Wild Mage casts a spell - anywhere between 5 levels lower and levels higher than the Wild Mage's true level. The modified casting level is capped at 25 for Wild Mage's level 20+
  • May not dual class

Gameplay

High-level class abilities

Mages start to learn level 10 spells beginning lv 18, once picked, those spells can be accessed from the level 9 wizard spellbook, the spells need only to be selected once.

  • The option to spend three high-level class ability points to gain a level 6, 7 and level 8 spellslots

Spell slots progression

Spell lvl /

Wizard lvl

1

2

3

4 5 6 7 8 9

Total # of

spell slots

1 1 1
2 2 2
3 2 1 3
4 3 2 5
5 4 2 1 7
6 4 2 2 8
7Baldur's Gate GTRBPSK Icon BG1Baldur's Gate (1998)
This icon indicates content from the original Baldur's Gate campaign.
4 3 2 1 10
8 4 3 3 2 12
9Template:TotSCTemplate:BG:EE 4 3 3 2 1 13
10 4 4 3 2 2 15
11Template:SoD 4 4 4 3 3 18
12 4 4 4 4 4 1 21
13 5 5 5 4 4 2 25
14 5 5 5 4 4

2

1 26
15 5 5 5 5 5 2 1 28
16 5 5 5 5 5 3 2 1 31
17Template:BGII 5 5 5 5 5 3 3 2 33
18 5 5 5 5 5 3 3 2 1 34
19 5 5 5 5 5 3 3 3 1 35
20 5 5 5 5 5 4 3 3 2 37
21 5 5 5 5 5 5 4 3 2 39
22 5 5 5 5 5 5 5 3 2 40
23 5 5 5 5 5 5 5 3 3 41
24-26 5 5 5 5 5 5 5 4 3 42
27 5 5 5 5 5 5 5 4 4 43
28-31Template:ToBTemplate:BGII:EE 5 5 5 5 5 5 5 5 4 44

Table for experience, hitpoints and weapon proficiency

Level Experience required Hit Dice Weapon Proficiency THAC0 Saving ThrowsD/W/P/B/S No. of HLA
1 0 1d4 +1 20 14/11/13/15/12
2 2,500 2d4 20 14/11/13/15/12
3 5,000 3d4 20 14/11/13/15/12
4 10,000 4d4 19 14/11/13/15/12
5 20,000 5d4 19 14/11/13/15/12
6 40,000 6d4 +1 19 13/9/11/13/10
7Baldur's Gate GTRBPSK Icon BG1Baldur's Gate (1998)
This icon indicates content from the original Baldur's Gate campaign.
60,000 7d4 18 13/9/11/13/10
8 90,000 8d4 18 13/9/11/13/10
9Template:TotSCTemplate:BG:EE 135,000 9d4 18 13/9/11/13/10
10 250,000 10d4 17 13/9/11/13/10
11Template:SoD 375,000 10d4+1 17 11/7/9/11/8
12 750,000 10d4+2 +1 17 11/7/9/11/8
13 1,125,000 10d4+3 16 11/7/9/11/8
14 1,500,000 10d4+4 16 11/7/9/11/8
15 1,875,000 10d4+5 16 11/7/9/11/8
16 2,250,000 10d4+6 15 10/5/7/9/6
17Template:BGII 2,625,000 10d4+7 15 10/5/7/9/6
18 3,000,000 10d4+8 +1 15 10/5/7/9/6 1
19 3,375,000 10d4+9 14 10/5/7/9/6 2
20 3,750,000 10d4+10 14 10/5/7/9/6 3
21 4,125,000 10d4+11 14 8/3/5/7/4 4
22 4,500,000 10d4+12 13 8/3/5/7/4 5
23 4,875,000 10d4+13 13 8/3/5/7/4 6
24 5,250,000 10d4+14 +1 13 8/3/5/7/4 7
25 5,625,000 10d4+15 13 8/3/5/7/4 8
26 6,000,000 10d4+16 13 8/3/5/7/4 9
27 6,375,000 10d4+17 13 8/3/5/7/4 10
28 6,750,000 10d4+18 13 8/3/5/7/4 11
29 7,125,000 10d4+19 13 8/3/5/7/4 12
30 7,500,000 10d4+20 +1 13 8/3/5/7/4 13
31Template:ToBTemplate:BGII:EE 7,875,000 10d4+21 13 8/3/5/7/4 14
Total 6 14

Stronghold

If no other stronghold is in care, protagonists with a active mage class is able to claim Lavok's Sphere upon the completion of The hunt for Valygar Corthala side quest in Shadows of Amn campaign.

Gameplay (community)

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