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Specialist Mages are mages specialized in 1 of 8 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.

Specialist mages also 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.

Character abilities table

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.

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

Types of Specialist Mage and character abilities

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. In addition, each school increases one minimum ability score.

Kit Name Chosen School Restricted School Minimum Ability Minimum Value
Abjurer Abjuration Alteration Wisdom 15
Conjurer Conjuration Divination Constitution 15
Diviner Divination Conjuration Wisdom 16
Enchanter Enchantment Invocation Charisma 16
Illusionist Illusion Necromancy Dexterity 16
Invoker Invocation Enchantment Constitution 16
Necromancer Necromancy Illusion Wisdom 16
Transmuter Alteration Abjuration Dexterity 15


Schools of magic

  • 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.
  • Evocation / Invocation – 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 / Phantasm – 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.


Racial Requirements

Kit Name Allowed Races
Abjurer Human
Conjurer Half-Elf, Human
Diviner Elf, Half-Elf, Human
Enchanter Elf, Half-Elf, Human
Illusionist Gnome, Human
Invoker Human
Necromancer Human
Transmuter Half-Elf, Human

Specialist Mage Spellbook

Specialist mages use spells from the wizard spellbook, however, unlike non-specialist mages, they cannot cast spells from all 8 schools and are prohibited from casting spells from opposing schools.

Spell progression

Spell lvl (Intelligence Required)/

Wizard lvl

1 2 3

4(9+)

5 (10+) (12+) (14+) 8 (16+) 9 (18+)

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
7 5 4 3 2 - - - - - 14
8 5 4 4 3 - - - - - 16
9 5 4 4 3 2 - - - - 18
10 5 5 4 3 3 - - - - 20
11 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
17 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
28-31 6 6 6 6 6 6 6 6 5 53

Specialist Mage Leveling

Level Required Experience Proficiency Points Hit Dice (d4)
1 0 1 1
2 2,500 2
3 5,000 3
4 10,000 4
5 20,000 5
6 40,000 2 6
7 60,000 7
8 90,000 8
9 135,000 9
10 250,000 10
11 375,000 10 + 1
12 750,000 3 10 + 2
13 1,125,000 10 + 3
14 1,500,000 10 + 4
15 1,875,000 10 + 5
16 2,250,000 10 + 6
17 2,625,000 10 + 7
18 3,000,000 4 10 + 8
19 3,375,000 10 + 9
20 3,750,000 10 + 10
21 4,125,000 10 + 11
22 4,500,000 10 + 12
23 4,875,000 10 + 13
24 5,250,000 5 10 + 14
25 5,625,000 10 + 15
26 6,000,000 10 + 16
27 6,375,000 10 + 17
28 6,750,000 10 + 18
29 7,125,000 10 + 19
30 7,500,000 6 10 + 20
31 7,875,000 10 + 21
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