Schools of Magic¶
Although all wizard and priest spells are learned and memorised the same way, they fall into nine different schools of magic — groups of related spells. A specialist Mage learns from one school particularly well and is barred from learning the opposed school(s); see Mage for the specialist list.
The eight wizard schools¶
Abjuration¶
Specialised protective magic. Wards, removal of curses, dispelling effects.
Examples: Protection from Evil, Spell Shield, Breach, Minor Globe of Invulnerability, Spell Trap.
Alteration¶
Spells that cause a change in the properties of some already existing thing, creature, or condition.
Examples: Knock, Haste, Polymorph Self, Stoneskin, Shapechange, Time Stop.
Conjuration / Summoning¶
Spells that bring something to the caster from elsewhere.
- Conjuration produces matter or items from some other place.
- Summoning compels living creatures and powers to appear in the caster's presence, or channels extraplanar energies through himself.
Examples: Find Familiar, Monster Summoning, Mordenkainen's Sword, Planetar, Stinking Cloud, Web.
Divination¶
Spells that enable the wizard to learn secrets long forgotten, predict the future, and uncover things hidden or cloaked by spells.
Examples: Detect Invisibility, Know Alignment, True Sight, Wizard Eye, Foresight.
Enchantment / Charm¶
Spells that cause a change in the quality of an item or the attitude of a person or creature.
- Enchantments bestow magical properties upon ordinary items.
- Charms unduly influence the behaviour of beings.
Examples: Charm Person, Sleep, Friends, Domination, Mass Charm.
Illusion¶
Spells that deceive the senses or minds of others.
Examples: Blur, Mirror Image, Invisibility, Improved Invisibility, Spook, Project Image, Simulacrum.
Invocation / Evocation¶
Spells that channel magical energy to create specific effects and materials.
- Invocation normally relies on the intervention of some higher agency (to whom the spell is addressed).
- Evocation lets the caster directly shape the energy.
Examples: Magic Missile, Fireball, Lightning Bolt, Cone of Cold, Chain Lightning, Meteor Swarm.
Necromancy¶
One of the most restrictive schools — magic that deals with dead things or the restoration of life, limbs, or vitality to living creatures.
Examples: Larloch's Minor Drain, Vampiric Touch, Animate Dead, Skull Trap, Finger of Death, Wail of the Banshee, Energy Drain.
Specialist Mages¶
Wizards who specialise in a single school memorise an extra spell of each level per day (once they can cast that level). The trade-off is that they cannot learn spells from their opposed school(s):
| Specialist | Opposed school(s) |
|---|---|
| Abjurer | Alteration |
| Conjurer | Divination |
| Diviner | Conjuration/Summoning |
| Enchanter | Invocation/Evocation |
| Illusionist | Necromancy |
| Invoker | Enchantment/Charm and Conjuration/Summoning |
| Necromancer | Illusion |
| Transmuter | Abjuration |
See Mage kits for the individual specialist pages.
Multi-class exception¶
The only specialist Mage available to non-humans is the Illusionist, exclusive to gnomes. Gnome multi-class wizards default to Fighter/Illusionist — no other race or class combination may multi-class as a specialist.
Icon colours¶
- Offensive spell icons: red.
- Defensive spell icons: blue.
- Information / utility spell icons: white.
Source: bg2ee/original_manuals/baldurs_gate_2_ee_mastering_melee_and_magic.pdf — "Schools of Magic", "Specialist Mages (Mage Kits)".