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Enhanced Edition is not required.

Before I explain this mod, let's get the vocabulary straight. The AD&D class that finds spells in texts and casts them from memory is called the wizard. A subclass of that class, without any concentration, is called the mage. There is, therefore, no such thing as a specialist mage, no matter how unclear about this the games' own interfaces are. And mages are the most common and normal variety of wizards. They can and do learn all magic they come across. The typical undead-herding necromancer is not a specialist in necromancy, he is only a mage. The typical fireball-throwing bazookaman is not an invoker, he is only an asshole. It is the specialists, artificially limiting themselves to one field of study, that need case-by-case justification in a world. Usually they are researchers, advisors, spymasters or the like. Now, a computer adaptation would really require a very different game engine from Infinity to highlight mages' easy versatility and specialists' handicaps. When the group is staring at a sea strait and the party's abjurer confesses he never will be able to learn water walking and a lot of of other things they will discover in moments like this, his protective spells will be at once quoted down. But when there are no such mechanics as crossing water or going under water or tunneling or flying or learning secrets or speaking languages, players will only appreciate the one extra spell slot per level and the bada-bing bada-boom that can be crammed there. Mages would still shine if more interesting spells it would be a pity to miss were made for the games, and the more such spells exist on a system, the better they look.

For now they can market themselves as a transition subclass and take advantage of the new ability to specialize from the 2nd level onwards. The race and statistic requirements are the same as when starting out as a specialist - right-clicking on the ability button will display the list. This option is only open to full, single-class wizards, and it will disappear if dualing into the mage subclass or out of it. When the character decides to concentrate in a particular field, he will be pushed back in his development, losing 2% of current experience per character level. He will not go down in levels from this, but the next advancement will retreat by so much. How high an obstacle this becomes will depend on how soon the character decides on a vocation. For a 2nd level mage a loss of 4% of experience is nothing relatively and absolutely, but a 15th level one would be set back by 30%. The most experience that can be lost is 50%, for a 25th level mage, because at that point it will not be realistic to climb up to the 26th as a specialist, though specialization itself has no upper limit.

Why specialize in the course of adventuring instead of starting out that way? Because the born-again specialist will have access to the spells he learned before. Opposition school spells are off-limits to specialists at character creation and scrolls with them are unusable, but a wizard can cast anything he has been able to get into his spellbook. The longer time a mage spends adventuring, the more scrolls he will find in the world to scribe before taking the plunge - but, of course, this time will be traveled and fought without the benefit of the extra slot - and then there is the experience penalty. Players can decide for themselves when it is soon enough. In the first BG they might want to switch after buying the stock of High Hedge. Or is it better to wait until the Sorcerous Sundries? Or until after the scrolls of the wizards on the Ice Island? Mages will also be able to gather statistic points for specializations of their choice. The three Tomes of Understanding in the first game will have more of a purpose if working towards a focus in Divination or Necromancy (Wisdom 16 required for both).

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Edited by temnix
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2 hours ago, Greenhorn said:

This is pretty good idea which I didn't see anywhere until now. Extra bonus for non EE compatibility. Downloaded. 

Pretty sure “More Style For Mages” has had this sort of thing since several years ago. (And, possibly, the Kit Tomes mod since a few years before that.) Letting people change their kit is… not exactly bleeding-edge stuff.

Q: what happens to NPCs? Edwin, Xan, Dynaheir? Are they presumed to have foolishly made this choice at level zero? (I guess players could use NPC_EE or something to change them into mages, and then they could use this ability (or the MSfM item!) to change back into a specialist at a time of the player’s choosing.)

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6 hours ago, subtledoctor said:

Pretty sure “More Style For Mages” has had this sort of thing since several years ago. (And, possibly, the Kit Tomes mod since a few years before that.) Letting people change their kit is… not exactly bleeding-edge stuff.

Credit where it is due Doc, thing is how Temnix implemented this feature. While MSfM indeed allowed conversion to specialist it only did so on following conditions:

Quote

 Each of the staffs can be further empowered, when its wielder reaches 250 000 XP in total, by clicking on a button "activate" in the item description screen.

Also, when you become a specialist this way, all spells from the forbidden school will be erased from your spell book, and all your memorized spells will be drained in the process.

which is kinda opposite from the idea of this mod. As for Kit Tomes tried it on the Tutu once and despite that mod description it is actually not compatible with it. I like the idea of moderate XP penalty for switching instead of flat change without consequences though. And if you choose "quest" option ( which I would probably do ) you must wait until you actually find the tome which is no concern here.  

P.S. I mean solve the quest which awards said Tome, which I have no idea what it is.

Edited by Greenhorn
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I think Edwin and the others wanted to study their particular fields. Or had other reasons.

I'm putting up an update - the dual-classed Imoen in the beginning of SoA insisted on acquiring this ability despite precautions. Now I proofed all NPC of inappropriate classes and kits.

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