Baldur's Gate

Wizards

Wizards are the masters of boundless AoE destruction, utility magic, and summoning swarms of powerful servants to fight in their stead. At higher levels, there is nothing as powerful as a wizard protected by an array of defensive magics surrounded by an army of summons. Once "Wish" and "Limited Wish" come into play, even reality itself is not safe from a Wizard's dabbling.

Mage

Attributes:
• Primary: Int
• Secondary: Con
• Tertiary: Dex
Requirements:
9 Intelligence
Hit Points:
1-4 per Level
85 Max HP
58 Min HP

THAC0:
1 per 3 Levels
Allowed Races:
Human
Elf
Half-Elf
Gnome
Stronghold:
Planar Sphere

Summary: Glass Cannon

Armors Allowed: Wizard Robes
Weapons Allowed: Staves, Daggers, Slings, Darts
Max Weapon Skill: *
Style Specialization: None

Description: Mages are the archetypical fantasy spellcaster, with a great variety of magics at their disposal and a keen intellect to guide them. A Mage's chief strength is his complete and unfettered access to every magic spell in the lexicon, allowing him to tackle situations from every possible angle. From about one hundred yards off. With a pike-wall of summoned Gnolls in between him and "the problem."

Powers:
• Can learn and cast spells from any school.
• Can use Wizard Wands, Staves, Robes, and Spell Scrolls.

Restricted Magic Items: Most Melee Weapons, Clerical Scrolls, Warrior based Miscellaneous magical Items, most Magical Armor and Shields.

Notes: The Mage is powerful due to their diversity of magical access. Give him eight hours to rest, and he can memorize a spell from any discipline to deal with the problem properly and with finality. So long as time is not a factor, a Mage has spells that will remove the need for any class except a Cleric. They can summon tanks, unlock things, identify magical equipment, and divine traps. All at once - the only thing they need is time and the right spell scroll.

Kit - Abjurer:

The Abjurer specializes in dispelling and removing magical effects, wards, and minions. They are professional anti-Wizards, as virtually everything they do is dedicated to negating another spellcaster's handiwork.

Advantages:
• +15% to learn Abjuration Spells.
• +1 spell memorization slot Per level.
• +1 to saves V.S. Abjuration magic.
• -1 to enemy saving throws against his Abjuration magic.
Disadvantages
• -15% to learn non-Abjuration Spells.
• Cannot learn Alteration Spells.
• Must have 15 Wisdom.

Kit - Conjurer:

A Conjurer is never short on friends - in fact, they are a walking army. They focus on summoning allies or objects from elsewhere to do their bidding. Conjurers are VERY powerful in Baldur's Gate.

Advantages:
• +15% to learn Conjuration Spells.
• +1 spell memorization slot Per level.
• +1 to saves V.S. Conjuration magic.
• -1 to enemy saving throws against his Abjuration magic.
Disadvantages
• -15% to learn non-Conjuration Spells.
• Cannot learn Divination Spells.
• Must have 15 Constitution.

Kit - Diviner:

Diviners are masters of spying and identification. in game terms, the class is a walking "map-hack" that you can use to find traps, spy on the enemy, and detect ambushes. They sound boring. They are largely game breaking.

Advantages:
• +15% to learn Divination Spells.
• +1 spell memorization slot Per level.
• +1 to saves V.S. Divination magic.
• -1 to enemy saving throws against his Abjuration magic.
Disadvantages
• -15% to learn non-Divination Spells.
• Cannot learn Conjuration Spells.
• Must have 15 Wisdom.

Kit - Enchanter:

Enchanters, like Conjurers, make other creatures fight for them. However, instead of creating allies from thin-air, an Enchanter charms or mind-controls their minions from within the enemy ranks. This has the two-fold effect of removing a foe, while adding an ally.

Advantages:
• +15% to learn Enchantment Spells.
• +1 spell memorization slot Per level.
• +1 to saves V.S. Enchantment magic.
• -1 to enemy saving throws against his Abjuration magic.
Disadvantages
• -15% to learn non-Enchantment Spells.
• Cannot learn Evocation Spells.
• Must have 15 Charisma.

Kit - Illusionist:

The Illusionist makes fake things appear real. Or real things appear to disappear. Another "boring but practical" discipline, illusion spells are some of the strongest the game has to offer, and the power of having your entire party wander around completely invisible is not to be brushed aside lightly.

Advantages:
• +15% to learn Illusion Spells.
• +1 spell memorization slot Per level.
• +1 to saves V.S. Illusion magic.
• -1 to enemy saving throws against his Abjuration magic.
Disadvantages
• -15% to learn non-Illusion Spells.
• Cannot learn Necromancy Spells.
• Must have 15 Dexterity.

Kit - Invoker:

Invokers channel raw magical or elemental energy for destructive effects. They are the classical nuker, and most everything they do involves making the bad guys explode in some flashy and exotic way.

Advantages:
• +15% to learn Invocation Spells.
• +1 spell memorization slot Per level.
• +1 to saves V.S. Invocation magic.
• -1 to enemy saving throws against his Abjuration magic.
Disadvantages
• -15% to learn non-Invocation Spells.
• Cannot learn Enchantment & Conjuration Spells.
• Must have 15 Constitution.

Kit - Necromancer:

Necromancers are dreadful Wizards who manipulate life-energy and the dead to achieve their ends. They can create devastating corpse minions, drastically debuff a target's stats, and utterly snuff out a life-force using their dreadful magic.

Advantages:
• +15% to learn Necromancy Spells.
• +1 spell memorization slot Per level.
• +1 to saves V.S. Necromancy magic.
• -1 to enemy saving throws against his Abjuration magic.
Disadvantages
• -15% to learn non-Necromancy Spells.
• Cannot learn Illusion Spells.
• Must have 15 Wisdom.

Kit - Transmuter:

Transmuters are experts in altering the state of matter - turning themselves into powerful monsters, changing their flesh into sword-deflecting into stone, or transforming their enemies into goldfish. In the middle of a desert.

Advantages:
• +15% to learn Transmutation Spells.
• +1 spell memorization slot Per level.
• +1 to saves V.S. Abjuration magic.
• -1 to enemy saving throws against his Transmutation magic.
Disadvantages
• -15% to learn non-Transmutation Spells.
• Cannot learn Abjuration & Necromancy Spells.
• Must have 15 Dexterity.

Recommended Weapons

Weapons Dagger: Dagger of the Star +5
Weapons Dagger: Pixie Prick +3
Weapons Dagger: Dagger of Lifestealing +3
Weapons Quarterstaff: Staff of Thunder and Lightning +3
Weapons Quarterstaff: Staff of Air +2
Weapons Quarterstaff: Staff of Earth +2
Weapons Quarterstaff: Staff of Fire +2
Weapons Quarterstaff: Staff of Power +4
Weapons Quarterstaff: Staff of the Magi +5
Weapons Sling: Sling of Seeking +2
Weapons Sling: Sling of Arvoreen +4
Weapons Sling: Erinne Sling +4
Weapons Throwing Dagger: Fire Tooth +3
Weapons Dart: Crimson Dart +3
Weapons Dart: Asp's Nest +1

Sorceror

Attributes:
• Primary: Int
• Secondary: Con
• Tertiary: Dex

Requirements:
9 Intelligence
Hit Points:
1-4 per Level
85 Max HP
58 Min HP

THAC0:
1 per 3 Levels
Allowed Races:
Human
Elf
Half-Elf
Gnome
Stronghold:
Planar Sphere
Summary: Low-Utility Glass Cannon
Armors Allowed: Wizard Robes
Weapons Allowed: Staves, Daggers, Slings, Darts
Max Weapon Skill: *
Style Specialization: None

Description: A Sorcerer innately "knows" magic, rather than being trained to memorize and cast it. They do not need to scribe spells, and they cannot manually add incantations to their spellbook. Instead, they automatically learn spells as they progress, and can invoke them at will from their allotment per day. A Sorceror can cast more magic than any other type of Wizard, but is the most limited in his overall selection.

Powers:
• No need to memorize spells.
• No need to learn spells or scribe scrolls.
• More spells castable per day than a normal wizard.
Restricted Magic Items: Most Melee Weapons, Clerical Scrolls, Warrior based Miscellaneous magical Items, most Magical Armor and Shields.

Notes: The Sorcerer surrenders a Mage's versatility for the ability to cast a small number of spells very frequently. They pick their new spells each level, and are forever unable to learn more. Depending on play-style, this can be a perfectly acceptable trade-off, or a crippling hindrance. (Largely depending on how balanced the party is). If you only use your Wizard for "fireball-diplomacy" then a Sorcerer is a fine choice.

Recommended Weapons

Weapons Dagger: Dagger of the Star +5
Weapons Dagger: Pixie Prick +3
Weapons Dagger: Dagger of Lifestealing +3
Weapons Quarterstaff: Staff of Thunder and Lightning +3
Weapons Quarterstaff: Staff of Air +2
Weapons Quarterstaff: Staff of Earth +2
Weapons Quarterstaff: Staff of Fire +2
Weapons Quarterstaff: Staff of Power +4
Weapons Quarterstaff: Staff of the Magi +5
Weapons Sling: Sling of Seeking +2
Weapons Sling: Sling of Arvoreen +4
Weapons Sling: Erinne Sling +4
Weapons Throwing Dagger: Fire Tooth +3
Weapons Dart: Crimson Dart +3
Weapons Dart: Asp's Nest +1

Wild Mage

Attributes:
• Primary: Int
• Secondary: Con
• Tertiary: Dex

Requirements:
9 Intelligence
Hit Points:
1-4 per Level
85 Max HP
58 Min HP

THAC0:
1 per 3 Levels
Allowed Races:
All
Stronghold:
Planar Sphere

Summary: Dangerously Unpredictable Glass Cannon

Armors Allowed: Wizard Robes
Weapons Allowed: Staves, Daggers, Slings, Darts
Max Weapon Skill: *
Style Specialization: None

Description: The Wild Mage is for the gambler at heart. When they cast spells, there is a large random variance in their potency, which means the magic can do far less or far more damage than normal. Additionally, there is a small chance than any given spell will produce completely bizarre and unpredictable magical effects, which can be beneficial or baneful to the caster and his party.

Powers:
• Spell Level varies +/- 5 Levels each cast.
• 5% Chance of a Wild Surge, producing strange results.
• Access to Wild Mage exclusive spells.
• +1 Spell slots per level.
Restricted Magic Items: Most Melee Weapons, Clerical Scrolls, Warrior based Miscellaneous magical Items, most Magical Armor and Shields.

Notes: The Wild Mage is dangerously unpredictable, and one would need to be MAD to make their main character a member of this class. Any given spell has a one in twenty chance of doing everything from blasting your target into kibble to turning the caster to stone. Tread carefully.

Recommended Weapons

Weapons Dagger: Dagger of the Star +5
Weapons Dagger: Pixie Prick +3
Weapons Dagger: Dagger of Lifestealing +3
Weapons Quarterstaff: Staff of Thunder and Lightning +3
Weapons Quarterstaff: Staff of Air +2
Weapons Quarterstaff: Staff of Earth +2
Weapons Quarterstaff: Staff of Fire +2
Weapons Quarterstaff: Staff of Power +4
Weapons Quarterstaff: Staff of the Magi +5
Weapons Sling: Sling of Seeking +2
Weapons Sling: Sling of Arvoreen +4
Weapons Sling: Erinne Sling +4
Weapons Throwing Dagger: Fire Tooth +3
Weapons Dart: Crimson Dart +3
Weapons Dart: Asp's Nest +1