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This page is for specialist mages, the mage class kits.

IntroductionEdit

Specialist Mages are mages specialized in one of eight schools of magic.

By specializing: they receive 1 additional spell slot in every spell level; a +2 bonus on saving throws against spells of their school; and give enemies a -2 to save against spells of their school; but cannot learn or cast spells from an opposing school.

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.

Specialist mages have a 15% bonus in writing spells from scrolls of their specialization to their spellbook, but receive a 15% penalty when writing spells outside their chosen school. Effectively a difference of 3 Intelligence for most characters to learn new spells.

Racial constraint: Only elves, gnomes, half-elves and humans can become specialist mages. Depending on the chosen school, a specialist will have an extra character ability minimum requirement.

Ability scores table Edit

Character 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.

^^ Baseline values for all class kits. Each kit also has one increased minimum ability score.

  • Enhanced Edition note: Intelligence score determines up to which levels of spells the character can learn, counting in both natural scores and item altering values.

Types of Specialist Mage, race restrictions and min. ability scoresEdit

There are eight Specialist Mage class kits, for each of the eight schools of arcane magic. Each school is restricted against learning spells of their opposing school(s). In addition, each school increases one minimum ability score requirement.

There are many inconsistencies between the games, their editions and the related manuals: As in pen-and-paper rules, the original Baldur's Gate has for some specialists two schools of opposition applied, namely Conjuration for Invokers and Necromancy for Transmuters. The former, however, isn't listed in the manual. The game's successor removes these secondary opposing schools but oddly "fixes" the missing entry in the manual, displaying now false information for Invokers. The Enhanced Editions keep the concept of only one school of opposition, but also keep the mistake in the Adventurer's Guide and adding another one by stating, Conjuration would be the opposed school for Enchanters instead of Invocation.[1][2][3][4]

The following table uses the correct information directly from the game files.

Races Kit Name Chosen School Restricted School Minimum ability score Minimum Value
Human Abjurer Abjuration Alteration[P&P 1] Wisdom 15
Human, Half-Elf Conjurer Conjuration Divination[P&P 2] Constitution 15
Human, Half-Elf, Elf Diviner Divination Conjuration[P&P 3] Wisdom 16
Human, Half-Elf, Elf Enchanter Enchantment Invocation[P&P 4][Bugs 1] Charisma 16
Human, Gnome Illusionist Illusion Necromancy[P&P 5] Dexterity 16
Human Invoker Invocation Enchantment
ConjurationBGnoglow1Totsc icon[P&P 6][Bugs 2]
Constitution 16
Human Necromancer Necromancy Illusion[P&P 7] Wisdom 16
Human, Half-Elf Transmuter Alteration Abjuration
NecromancyBGnoglow1Totsc icon[P&P 8]
Dexterity 15
  1. Alteration and Illusion in pen-and-paper.
  2. Greater Divination and Invocation in pen-and-paper.
  3. According also to pen-and-paper rules.
  4. Invocation and Necromancy in pen-and-paper.
  5. Necromancy plus Abjuration and Invocation in pen-and-paper.
  6. According also to pen-and-paper rules.
  7. Illusion and Enchantment in pen-and-paper.
  8. According also to pen-and-paper rules.

Schools of magicEdit

  • Alteration – this school has its focus on spells that alter physical properties of some creature, thing, or condition in many different ways.
  • Abjuration – this school focuses on many spells that may protect or offer resistance from all kinds of magical or physical abilities, create physical or magical barriers, enable the banishment of creatures to another plane of existence and spells that alter some status effects.
  • Conjuration / Summoning – this school focuses on the conjuration of items, creatures not related to the undead, or calling forth energies to serve the caster. It also enables a caster to send creatures to other places, either over long distances or even to a whole different plane.
  • Divination – this school focuses on identifying items of magical nature, finding hidden things, predicting the future, foiling deceptive spells or learning long forgotten secrets.
  • Enchantment / Charm – this school is focused on the manipulation of the mind of any creature.
  • Invocation / Evocation – this school has its focus around spells that manipulate energy or tap into unseen sources of power in order to produce a desired end.
  • Illusion – this school focuses on spells that alter appearance or deceive the senses or minds of others.
  • Necromancy – this school focuses on manipulating the power of life and death. Spells of this school can heal their target, drain life from the victim to the caster and allow for the summoning of undead minions.

Specialist Mage Spellbook Edit

Specialist mages use spells from the wizard spellbook, excluding those of the respective opposing school.

Following are listed for each specialist the arcane spells (ordered first by level) that benefit from incoming saving throws as well as from the penalty to those of their enemies; keep in mind that divine spells also carry these advantages.

Note that the Necromancy spell Spirit Armor requires the recipient to make a saving throw when the duration ends, or they will take damage; this makes Necromancers worse suited for casting this spell.

High-level class abilitiesEdit

Mages can access to level 10 spells, which are added to the level 9 wizard spellbook after they have been chosen. These spells are:

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

Spell slots progressionEdit

Spell lvl / 

Wizard lvl

1 2 3

4

5 6 7 8 9

Total # of

spell slots

1 2 2
2 3 3
3 3 2 5
4 4 3 7
5 5 3 2 10
6 5 3 3 11
7BGnoglow1 5 4 3 2 14
8 5 4 4 3 16
9Totsc iconBGEEglow 5 4 4 3 2 18
10 5 5 4 3 3 20
11SoDglow 5 5 5 4 4 23
12 5 5 5 5 5 2 27
13 6 6 6 5 5 3 31
14 6 6 6 5 5 3 2 33
15 6 6 6 6 6 3 2 35
16 6 6 6 6 6 4 3 2 39
17COADCNTR00004 6 6 6 6 6 4 4 3 41
18 6 6 6 6 6 4 4 3 2 43
19 6 6 6 6 6 4 4 4 2 44
20 6 6 6 6 6 5 4 4 3 46
21 6 6 6 6 6 6 5 4 3 48
22 6 6 6 6 6 6 6 4 4 50
23 6 6 6 6 6 6 6 4 4 50
24-26 6 6 6 6 6 6 6 5 4 51
27 6 6 6 6 6 6 6 5 5 52
28-31LDCNTR00004BGIIEESoAglow 6 6 6 6 6 6 6 6 5 53

Table for experience, hitpoints and weapon proficiency Edit

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
7BGnoglow1 60,000 7d4 18 13/9/11/13/10
8 90,000 8d4 18 13/9/11/13/10
9Totsc iconBGEEglow 135,000 9d4 18 13/9/11/13/10
10 250,000 10d4 17 13/9/11/13/10
11SoDglow 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
17COADCNTR00004 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
31LDCNTR00004BGIIEESoAglow 7,875,000 10d4+21 13 8/3/5/7/4 14
Total 6 14

BugsEdit

  1. The Adventurer's Guide falsely lists Conjuration as opposed school.
  2. The manual for the original Shadows of Amn and the Enhanced Editions' Adventurer's Guide still list the secondary school of opposition, while the only game that actually implements it, the original Baldur's Gate, misses the manual entry.

ReferencesEdit

  1. Manual for Baldur's Gate
  2. Manual for Shadows of Amn
  3. Adventurer's Guide for the Enhanced Editions
  4. Topic "To clear up any confusion about Dynaheir / Invokers" on Beamdog's forums.