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Location: Games » Baldur's Gate 2 » Walkthroughs & Guides

Baldur's Gate II: Shadows of Amn logo

Black IsleBioWareTSR


Sorcerer's Guide to Kits

Invoker

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, Constitution: 16

School: Invocation/Evocation

Opposition School: Enchantment/Charm, Conjuration/Summoning

School Description: Invocation/Evocation spells channel magical energy to create specific effects and materials. Invocation normally relies on the intervention of some higher agency (to whom the spell is addressed), while evocation enables the caster to directly shape the energy.

Invocation/Evocation spells in the original Baldur's Gate (with the Tales of the Sword Coast addon installed): Chromatic Orb, Magic Missile, Shield, Agannazar's Scorcher, Stinking Cloud, Web, Fireball, Lightning Bolt, Cloudkill and Cone of Cold.

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