Sorcerer's
Guide to Kits
|
Transmuter
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, Dexterity: 15
School: Alteration
Opposition School: Abjuration, Necromancy
School Description: Alteration spells cause a change in the properties of some already existing thing, creature, or condition. This is accomplished by magical energy channeled through the wizard.
Alteration
spells in the original Baldur's Gate (with the Tales of the Sword
Coast addon installed): Burning Hands, Colour Spray, Shocking
Grasp, Knock, Strength, Vocalise, Haste, Slow, Dimension Door, Otiluke's
Resilient Sphere, Polymorph Other and Polymorph Self.