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.