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Sorcerer's Guide to Kits

Conjurer

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/Half-Elf, Constitution: 15

School: Conjuration/Summoning

Opposition School: Divination

School Description: Conjuration/Summoning spells bring something to the caster from elsewhere. Conjuration normally produces matter or items from some other place. Summoning enables the caster to compel living creatures and powers to appear in his presence or to channel extraplanar energies through himself.

Conjuration/Summoning spells in the original Baldur's Gate (with the Tales of the Sword Coast addon installed): Armour, Grease, Melf's Acid Arrow, Flame Arrow, Ghost Armour, Monster Summoning I, Monster Summoning II and Monster Summoning III.


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