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.