Explore Mage classes in Baldur's Gate II: Shadows of Amn, including Specialist and Wild Mages, their spell progression, and unique features.
Walkthrough
- 1The vanilla Mage class in Baldur's Gate II: Shadows of Amn cannot wear armor and is only proficient with daggers, quarterstaves, darts, and slings.
- 2They cannot take proficiency points in any fighting styles.
- 3Mages can cast any arcane spell from any magic school.
- 4They gain 4 HP per level.
- 5The dual-class attribute for a Mage is Intelligence.
- 6Without spells, a Mage is generally ineffective and a defensive liability, requiring frequent rests to recover spellcasting ability unless you adopt a playstyle that rests after every fight.
- 7Enemy Mages are dangerous due to their ability to cast a full range of spells.
- 8Consider playing a Fighter/Mage or dual-classing Fighter -> Mage, but avoid Kensai -> Mage as it is deceptive.
- 9Multi- and dual-class combinations must adhere to the no-armour restriction to avoid disabling spellcasting; Mage robes offer decent protection.
Specialist Mage:
- Specialist Mages choose a school of magic to focus on.
- They gain an extra spell of each level per day.
- They receive a +15% bonus when scribing scrolls from their specialist school and a -15% penalty when scribing from another school.
- Specialists gain a +2 bonus to saving throws against spells from their favored school, and targets suffer a -2 penalty to saves against spells from that school.
- They are forbidden from learning spells from the opposing school.
- Specialists cannot form part of a multiclass combination, except for Gnomes who are always Illusionists.
- They cannot be the second class in a dual-class combination.
- The choice of specialization involves weighing the benefits of the school against the quality of lost spells. For example, Abjuration spells often don't have saving throws, and losing Haste and Slow is significant. Enchanters can be very deadly due to their arsenal of save-or-else spells.
- A Necromancer -> Cleric dual-class combination can be powerful, as the save penalty applies to harmful divine magic like Slay Living, Harm, and Finger of Death.
| Class | Attributes | Opposing School(s) | Lost Spells |
| Abjurer | 15 Wisdom | Alteration | Disintegrate, Haste, Lower Resistance, Slow, Stoneskin, Tenser's Transformation, Time Stop |
| Conjurer | 15 Constitution | Divination | Identify, Detect Invisibility, True Sight |
| Diviner | 16 Wisdom | Conjuration / Summoning | Glitterdust, Melf's Acid Arrow, Flame Arrow, Symbol, Stun |
| Enchanter | 16 Charisma | Invocation / Evocation | (Chain) Contingency, Magic Missile, Mordenkainen's Sword, Shield, Web |
| Illusionist | 16 Dexterity | Necromancy | Abi-Dalzim's Horrid Wilting, Animate Dead, Skull Trap |
| Invoker | 16 Constitution | Enchantment | Chaos, Confusion, Emotion, Feeblemind, Friends, Greater Malison |
| Necromancer | 16 Wisdom | Illusion | Blur, (Improved, Mass) Invisibility, Mirror Image, Mislead |
| Transmuter | 15 Dexterity | Abjuration | Breach, Dispel / Remove Magic, Protection From ... |
Wild Mage:
- Wild Mages add randomness to arcane spellcasting.
- They gain an extra spell of each level per day.
- There is a 5% chance of a wild surge when casting a spell.
- Spells can have the effect of a caster up to five levels below or above the actual caster level.
- Wild Mages gain access to three unique Wild Mage spells.
- Strategies relying on luck or risking bad luck are discouraged; wild surges can produce beneficial, neutral, or detrimental effects.
- For example, a Skull Trap's area-of-effect could increase to 60' radius, or a cast Stoneskin could fizzle, which is considered annoying.
Mage Spell Progression:
Specialist and Wild Mages can learn an extra spell of each spell level compared to non-specialists.
| Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
| 1 | 1 | - | - | - | - | - | - | - | - |
| 2 | 2 | - | - | - | - | - | - | - | - |
| 3 | 2 | 1 | - | - | - | - | - | - | - |
| 4 | 3 | 2 | - | - | - | - | - | - | - |
| 5 | 4 | 2 | 1 | - | - | - | - | - | - |
| 6 | 4 | 2 | 2 | - | - | - | - | - | - |
| 7 | 4 | 3 | 2 | 1 | - | - | - | - | - |
| 8 | 4 | 3 | 3 | 2 | - | - | - | - | - |
| 9 | 4 | 3 | 3 | 2 | 1 | - | - | - | - |
| 10 | 4 | 4 | 3 | 2 | 2 | - | - | - | - |
| 11 | 4 | 4 | 4 | 3 | 3 | - | - | - | - |
| 12 | 4 | 4 | 4 | 4 | 4 | 1 | - | - | - |
| 13 | 5 | 5 | 5 | 4 | 4 | 2 | - | - | - |
| 14 | 5 | 5 | 5 | 4 | 4 | 2 | 1 | - | - |
| 15 | 5 | 5 | 5 | 5 | 5 | 2 | 1 | - | - |
| 16 | 5 | 5 | 5 | 5 | 5 | 3 | 2 | 1 | - |
| 17 | 5 | 5 | 5 | 5 | 5 | 3 | 3 | 2 | - |
| 18 | 5 | 5 | 5 | 5 | 5 | 3 | 3 | 2 | 1 |
| 19 | 5 | 5 | 5 | 5 | 5 | 3 | 3 | 3 | 1 |
| 20 | 5 | 5 | 5 | 5 | 5 | 4 | 3 | 3 | 2 |
| 21 | 5 | 5 | 5 | 5 | 5 | 4 | 4 | 3 | 2 |
| 22 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 3 | 3 |
| 23-26 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 4 | 3 |
| 27 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 4 | 4 |
| 28+ | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 4 |
Tips
- Consider dual-classing or multi-classing with Fighter for increased survivability.
- Mage robes are essential for protection as armor is not allowed.
- Carefully consider the trade-offs when choosing a Specialist Mage school, balancing benefits against lost spells.
- Be aware of the potential for unpredictable outcomes with the Wild Mage's wild surges.
- A Necromancer -> Cleric dual-class can be exceptionally powerful due to spell save penalties.
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