Icewind Dale | Character | Classes | Wizards
Wizards - Mages and Mage Specialists

Wizards study arcane knowledge and are adept at casting powerful spells. Naturally, they are weak in physical combat being unable to wear any armor and having only a small selection of weapons. Mages begin with one weapon proficiency. However, wizards can use many magic items that no other class has access to. Wizards may also choose to specialize in one of the eight major schools of magic. To enter new spells into their spell books, a mage must copy them from scrolls that are found or bought. The number of spells that can be copied into the spell book and the chance of failure on copying the spell are determined by the mage's intelligence. These spells are then memorized to be cast the following day. Mages receive 1-4 (1d4) hit points per level up to 10th level and then 1 hit point per level. Wizards also have a number of special abilities. The experience point progression of wizards is summarized here.

Mage

Mages have powerful spells and when unspecialized, can cast them from any School. Mages can simultaneously memorize the number of spells per day as outlined in the progression table. The prime requisite for mages is intelligence with the minimum being 9.

Mage Specialist

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.

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


Schools

Specialist School Opposition School(s) Spell Colour
Abjurer Abjuration Alteration, Illusion Orange
Conjurer Conjuration/Summoning Invocation Whitish-Green
Diviner Divination Conjuration/Summoning Blue
Enchanter Enchantment/Charm Invocation Light Green
Illusionist Illusion Necromancy, Abjuration Purple
Invoker Invocation Divination, Conjuration/Summoning Fiery Red
Necromancer Necromancy Illusion, Enhancement/Charm Yellow
Transmuter Alteration Abjuration, Necromancy Dark Green


School Descriptions

Abjuration spells are a group of specialized protective spells. Each is used to prevent or banish some magical or nonmagical effect or creature. They are often used to provide safety in times of great danger or when attempting some other particularly dangerous spell.

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.

Conjuration/Summoning spells bring something to the caster from elsewhere. Conjuration normally produces matter or items from some other place. Summoning enables the caster to compel living creatures and powers to appear in his presence or to channel extraplanar energies through himself.

Divination spells enable the wizard to learn secrets long forgotten, to predict the future, and to uncover things hidden or cloaked by spells.

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.

Illusions/Phantasms deal with spells to deceive the senses or minds of others. Spells that cause people to see things that are not there, hear noises not made, or remember things that never happened are all illusions.

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.

Necromancy is one of the most restrictive of all spell schools. It deals with dead things or the restoration of life, limbs, or vitality to living creatures. Although a small school, its spells tend to be powerful. Given the risks of the adventuring world, necromantic spells are considered quite useful.


Note: Heart of Winter uses a new opposing school table. You may view the old Icewind Dale table here.



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