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MAGE, Baldur's Gate 1 BG1



Mage is a Best Baldur's Gate class in BioWare's cRPG of 1998, Baldur's Gate 1. As it pertains to lore and story, the terms "Mage" and "Wizard" can be used interchangeably. 

However, in order to be technically correct as it pertains to ruleset, "Mage" is employed for AD&D 2nd Edition cRPGs whereas "Wizard" is employed for D&D 3rd Edition cRPGs.

As it pertains to cRPG History, Baldur's Gate's representation of the classic Magic-User is god-tier. Only Master of Magic Wizards are godlier and more interesting to play.

Non-pure Mage is best multi-classed with or dual-classed from Fighter BG1:

Mage Description


The mage strives to be a master of magical energies, shaping them and casting them as spells. To do so, he studies strange tongues and obscure facts and devotes much of his time to magical research.  A mage must rely on knowledge and wit to survive. Mages are rarely seen adventuring without a retinue of fighters and men-at-arms. Because there are different types (or schools) of magic, there are different types of mages. The mage studies all types of magic and learns a wide variety of spells. His broad range makes him well suited to the demands of adventuring.

Mage Spells BG1


The combat roles of Mages are manifold: direct damage, damage-over-time, immobilization, divide & conquer, summons, warding, buffing and debuffing.

The utility role of Mages is valuable due to Invisibility (scouting), Knock (Open Locks), Friends (bartering) and Identify (I.D magical items). Indeed, Mages can in some ways make Thieves and Bards seem like fifth wheels.

Mage mobility is facilitated through Haste, Invisibility and Dimension Door (in-zone teleportation). 

Mages can be Generalists or Specialists. Conjurer is the go-to due to the repertoire of its Opposition School being somewhat underwhelming (Divination) [*].

The ability to cast Fireball from wands frees up slots for the underrated Slow which should be cast in conjunction with Haste in order to gain an unfair advantage. 

The Monster Summoning line of spells, and Animate Dead, are easily abused thanks to the lack of a summon cap.

Sleep, and the godly AoE immobilizer, Web, gives us the desired encounter outcomes against 90% of mobs encountered. Blindness gives us the win against tough singular foes in many cases. Higher circles unlock Emotion and Cloudkill, among others. 

Mages are squishy compared to Fighter BG1 but that's why we have Mirror Image, Blur, Improved Invisibility and the armor line of spells culminating in Spirit Armor. If our Mage gets hit then we are playing her wrong, pure and simple.

[*] Divination: Identify, Infravision, Know Alignment, Detect Evil, Detect Invisibility, Clairvoyance.

Mages Are Not Weak


The assertion that Mages are weak in the early going is a myth parroted about by the likes of Reddit RPG Gamers who don't know what Sleep and Web do, and think the HP pool of a combat unit dictates its defense (they haven't heard of Mirror Image).

If you think Mages are weak and useless at low level, it's because you don't know how to play one. Go and play a character that matches your IRL intelligence, such as the Half-orc Barbarian BG2.

Mage Build BG1



  • Str 14, Dex 18, Con 16, Int 18, Wis dump, Cha 18 (stack Friends). 
  • Human Conjurer Specialist is best, but you'll never be as good a Mage as Edwin is. Avoid choosing Necromancer because Mirror Image is important to survival.
  • As regards BG1 Weapons, have Mages wield Darts BG1 at 3 ApR when they're not casting spells.

Mage Companions Baldur's Gate 1


There are six Mage companions in Baldur's Gate 1. Of these, Edwin is best.



Baldur's Gate 1Baldur's Gate RacesBaldur's Gate Spellcasting
Best Classes Baldur's GateBaldur's Gate ItemsBaldur's Gate Dual-classing
Best Spells Baldur's GateBaldur's Gate THAC0Baldur's Gate Specialist Mages
Best Weapons Baldur's GateBaldur's Gate Armor ClassBaldur's Gate Proficiency
Best Companions Baldur's GateBaldur's Gate ApRBaldur's Gate Thieving

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