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Abjurer
In
short: Specialist mages have become narrowly trained in a specific
field of magic. Specialists receive one additional spell per spell level
than unspecialized mages. Because of their specialization, these mages
receive a +15% chance to learn spells from their school but suffer a -15%
penalty when learning spells outside their specialty.
When saving against spells within his chosen school, the specialist receives
a +1 to saving throws. Similarly, the specialist's enemies suffer a -1
penalty when saving against spells cast by the specialist within his field.
Specialists are unable to cast spells from the opposing school.
Mages must be single-classed or dual-classed to specialize with the exception
of gnomes. Gnomes can only be illusionists so are permitted to multiclass.
A specialist must have a 9 intelligence in addition to the School-specific
minimum ability. The prime requisites for specialty mages are intelligence
and their School's ability.
Requirements:
Race: Human, Wisdom: 15
School:
Abjuration
Opposition
School:
Alteration
School
Description: Abjuration spells are a group of specialized protective
spells. Each is used to prevent or banish some magical or nonmagical effect
or creature. They are often used to provide safety in times of great danger
or when attempting some other particularly dangerous spell.
Abjuration
spells in the original Baldur's Gate (with the Tales of the Sword Coast
addon installed): Protection from Evil, Protection from Petrification,
Resist Fear, Dispel Magic, Nondetection, Protection from Normal Missiles,
Minor Globe of Invulnerability and Remove Curse.
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