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Diviner
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: Any, Wisdom: 16
School:
Divination
Opposition
School:
Conjuration/Summoning
School
Description: Divination spells enable the wizard to learn secrets
long forgotten, to predict the future, and to uncover things hidden or
cloaked by spells.
Divination
spells in the original Baldur's Gate (with the Tales of the Sword Coast
addon installed): Identify, Infravision, Detect Invisibility, Know
Alignment and Clairvoyance.
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