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Sorcerer's Guide to Kits

Enchanter

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/Elf, Charisma: 16

School: Enchantment/Charm

Opposition School: Evocation

School Description: Enchantment/Charm spells cause a change in the quality of an item or the attitude of a person or creature. Enchantments can bestow magical properties on ordinary items, while charms can unduly influence the behavior of beings.

Enchantment/Charm spells in the original Baldur's Gate (with the Tales of the Sword Coast addon installed): Charm Person, Friends, Sleep, Luck, Dire Charm, Hold Person, Confusion, Emotion-Hopelessness, Greater Malison, Chaos, Domination, Feeblemind and Hold Monster.


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