Specialist Mages
Specialist mages have become narrowly trained in a specific field of magic. Specialists receive one additional spell per spell level (does not have to be from their school) than unspecialized mages do in the progression table. 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. Similarily, 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 from the table below. The prime requesites for specialty mages are intelligence and their School's ability.
In ToB, the Specialist Mage can draw from a high level ability pool which gives the Specialist Mage some extra spells.
Specialties
Specialist |
Race |
Minimum Ability |
Abjurer |
Human |
15 Wisdom |
Conjurer |
Human, Half-Elf |
15 Constitution |
Diviner |
Any |
16 Wisdom |
Enchanter |
Human, Half-Elf, Elf |
16 Charisma |
Illusionist |
Human, Gnome |
16 Dexterity |
Invoker |
Human |
16 Constitution |
Necromancer |
Human |
16 Wisdom |
Transmuter |
Human, Half-Elf |
15 Dexterity |
|