In Icewind Dale, mages specialize in a specific school of magic and can memorize an additional spell of each level per day once they can use spells of the appropriate level. They are prohibited from learning other schools of magic, such as Spell Sequencer, Mass Invisibility, Invoker, Divination, Conjuration/Summoning, and Necromancy.
Mages should alternate between Magic Missile and Sleep as their spells of choice, with Sleep being the most effective offensive spell for low-level parties in almost all non-undead situations. Spell combat is not as deep in Icewind Dale as in Baldur’s Gate 2, and players rarely encounter foes sneaky enough to use many spell-defenses.
Wild Mages are wizards who specialize in the study of wild magic and have access to spells to protect themselves from it and bend it to their wills. The game has two main casters: the cleric for buffing/healing and the sorcerer using area spells to deal damage. Mages rock in the right situations, using web or grease spells on enemies and blasting them with a fireball or two.
Each school has one or two opposed schools, with spells of characteristics that contradict the purpose of the actual school. Mages can specialize in one school, but in AD and D, they are the weakest characters, being able to cast only a couple of spells per day. Mages should alternate between Magic Missile and Sleep as their spells of choice, with Sleep being the most effective offensive spell.
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