Mage¶
The Mage strives to be a master of magical energies, shaping them and casting them as spells. To do so he studies strange tongues and obscure facts and devotes much of his time to magical research. A Mage must rely on knowledge and wit to survive — Mages are rarely seen adventuring without a retinue of fighters and men-at-arms.
Because there are different types (or schools) of magic, there are also different types of Mages (see Magic). The generalist Mage studies all types of magic and learns a wide variety of spells.
Class features¶
- May not wear any armor.
- May only use the following weapons: dagger, quarterstaff, dart, sling.
- May only become Proficient in any weapon class.
- May cast arcane spells.
- Generalists have access to all eight schools.
- Hit Die: d4.
Specialist Mages¶
Mages that specialize in a specific school of magic memorize an additional spell of each level per day (once they can use spells of that level). They are prohibited from learning spells in their opposition school(s) and cannot be combined in a multi-class character — except gnomes, who may only multi-class as Illusionists. Human specialists can dual-class.
- Abjurer — opposed school: Alteration
- Conjurer — opposed school: Divination
- Diviner — opposed school: Conjuration/Summoning
- Enchanter — opposed school: Invocation/Evocation
- Illusionist — opposed school: Necromancy
- Invoker — opposed schools: Enchantment/Charm, Conjuration/Summoning
- Necromancer — opposed school: Illusion
- Transmuter — opposed school: Abjuration
Other Mage kit¶
- Wild Mage — wild magic and unpredictable surges
Multi-class options (non-humans)¶
- Fighter/Mage, Mage/Cleric, Mage/Thief, Fighter/Mage/Cleric, Fighter/Mage/Thief — see Multi- and Dual-Classing. Gnomes can multi-class as Fighter/Illusionist (specialist Mage exception).
Spell list¶
See every spell castable by this class: Mage spell list.
Source: bgee/original_manuals/baldurs_gate_1_ee_mastering_melee_and_magic.pdf — "Mage", "Specialist Mages".