Mages: All Saving Throws listed are for Human Wizards.
Level
EXP
Hitpoints
Base
THAC0
Proficiency
Stars
Saving Throws (Death,Wands,
Polymorph,Breath,Spells)
1
2
3
4
5
6
7
8
9
0
2,500
5,000
10,000
20,000
40,000
60,000
90,000
135,000
1D4
2D4
3D4
4D4
5D4
6D4
7D4
8D4
9D4
20
20
20
19
19
19
18
18
18
1




2



14 / 11 / 13 / 15 / 12




13 / 9 / 11 / 13 / 10



To see the Mage's
spellcasting
table, go here.
Specialist Mage:
Each of the Specialist Mages is exactly like a plain Mage, except that they have focused their talents toward studying one of the 8 Schools of Wizard Magic. What this means is that every day, they can cast 1 more spell of each level (of the Spell Levels open to them) than a straight Mage: A Level 4 Mage can cast 3 Level 1 spells and 2 Level 2 spells, while a Level 4 Specialist Mage can cast 4 spells from Level 1 and 3 of Level 2. The drawback to playing a Specialist Mage is that each of the 8 schools of Wizard Magic has an Opposition School: A Specialist Mage can never scribe spells from his Opposition School into his spellbook. BG1 will allow you to cast your Opposition spells from scrolls, but BG2 will not. You can, however, use Wands that duplicate spells; an Enchanter who cannot cast Fireball can still use a Wand of Fire. Note that the ban only applies to Wizard spells; a Gnomish Cleric/Illusionist can still cast Necromancy spells, but only those Necromancy spells that are found on their Priest Scroll. The 8 Specialist Mages are as follows:
Abjurer: An Abjurer specializes in the study of Abjuration, spells that can protect the Wizard or his party from a wide variety of harmful effects. Most of the Combat & Spell Protections that will save your Wizard's sorry ass a hundred times in BG2 are from the Abjuration school. Abjurers are required to have at least 15 WIS. Opposition School: Alteration.
Conjurer: The Conjurer loves Conjuration and Summoning spells, which create creatures to serve as his allies, or objects that harm his enemies (such as Melf's Acid Arrow). All Conjurers need at least 15 CON. Opposition School: Divination.
Diviner: Diviners use their School's spells to reveal the hidden truth of things; all spells that give the caster knowledge or information are Divination spells. You would expect that the Divination School's Opposition to be the Illusion/Phantasm school, but strangely, this is not the case. Diviners need at least 16 WIS. Opposition School: Conjuration/Summoning.
Enchanter: Enchanters know how to bewitch the mind and ensnare the senses, and use this skill to their benefit. Their School is that of Enchantment/Charm, meaning everything that bends other creatures to their will. 16 CHA is requisite for any Enchanter. Opposition School: Invocation/Evocation.
Illusionist: Illusionists delight in fooling their enemies with spells from the Illusion/Phantasm school, most of which protect the caster by hiding his true position. An example of this is Mirror Image, which creates fake copies of the Wizard so enemies will not know which one to attack. Illusionists need at least 16 DEX to be successful. Opposition School: Necromancy.
Invoker: Invokers specialize in magics that create violent outbursts of destructive energy, or similar effects. Fireball, Lightning Bolt, Stinking Cloud, and Cloudkill are all Invocation/Evocation spells. Invokers need a minimum of 16 CON. Due to the concentration required to focus their sheer firepower, Invokers are actually barred from two schools. Opposition Schools: Enchantment/Charm, Conjuration/Summoning.
Necromancer: The special study of Necromancers should be intuitive: Death and matters related to death. All of the Healing spells on a Priest's Scroll are Necromancy as well, making it a rather versatile School, although almost all of the Wizard Necromancy spells are offensive in nature. Necromancers have a requisite of 16 WIS. Opposition School: Illusion/Phantasm.
Transmuter: A Transmuter's special field of study is the Alteration school, which deals with magics that change or effect existing objects or creatures. Spells such as Slow and Haste are Alteration spells. 15 DEX is needed for a Transmuter, and they suffer under two Opposition Schools as well�Opposition Schools: Abjuration, Necromancy.
Wild Mage: The Wild Mage is not a Specialist Mage, and is therefore not barred from any of the Schools. The Wild Mage is for weirdos: They get the same bonus to the number of spell slots that the Specialist Mages get, but with each spell he casts, there is a chance that the spell will not function as intended, but instead give a completely random effect: Turning the caster to stone, swapping the gender of a party member, granting a +3 Strength bonus to another party member, changing the colors of everybody's clothes, making it start snowing, losing all the party's gold, giving everyone in the area the hiccups, a cow dropping from the sky and landing on someone.....it's all random. As a Wild Mage gains levels, he gains control over his Wild Surges so they happen less often, although there are 3 spells unique to Wild Mages: Nahal's Reckless Dweomer pretty much guarantees you'll get a Wild Surge, and Chaos Shield & Improved Chaos Shield make your Wild Surges less likely to have negative effects.

Sorcerer:
Level
EXP
Hitpoints
Base
THAC0
Proficiency
Stars
Saving Throws (Death,Wands,
Polymorph,Breath,Spells)
1
2
3
4
5
6
7
8
9
0
2,500
5,000
10,000
20,000
40,000
60,000
90,000
135,000
1D4
2D4
3D4
4D4
5D4
6D4
7D4
8D4
9D4
20
20
20
19
19
19
18
18
18
1




2



14 / 11 / 13 / 15 / 12




13 / 9 / 11 / 13 / 10



To see the Sorcerer's
spellcasting
table, go here.
Again, the Sorcerer is just like the Mage, except that he is limited to learning only five spells of each level, and can cast more spells per day than the Mage. When choosing which spells for your Sorcerer, you must plan ahead and be very careful: Only pick spells that you know you are going to use frequently, and are not duplicated by some item already in existence (A Sorcerer would be silly to learn Monster Summoning II when he could simply carry around a Wand of Monster Summoning). You really should play the game all the way through at least once as a Mage, before attempting to play a Sorcerer.
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