Cleric / Mage

The Cleric / Mage multi-class is only available to half-elves. Gnomes can become Cleric / Illusionists instead, receiving one additional spell slot per spell level, but losing the ability to cast Necromancy spells. Humans can become a cleric/mage dual-class, though the dual-class is less effective than the multi-class.

As with all multi-class options haves some major advantages and disadvantages. The main advantage is that are being able to cast spells from both spellbooks, have a wider selection of weapons than single-class mages and are able to wear almost every piece of armor, headgear and shields. One major disadvantages are that the Cleric/Mage cannot cast mage spells while wearing body armor other than mage robes or Elven Chain Mail. In addition, Cleric/Mages can only become proficient with any weapon type. Cleric/Mages also level-up at a slower pace than single-class characters which affects their spell progression (for example, in BG 1 the mage is not able to cast lvl 5 spells, because of the experience cap). From the cleric's perspective this multi-class also gets less hit points than any single-class cleric.

As stated above, clerics dual-classed to mages or mages dual-classed to clerics are not very effective, as they will either lose valuable spell slots for spells level 5 to 9, or spend almost the entire game with either of the classes locked.

Ability Scores
Note: This table needs to be corrected for half-elves and gnomes. See Ability Scores for more information. Human clerics need 15 Wis and 17 Int to dual-class to a mage, while human mages need 15 Int and 17 Wis to dual-class to a cleric.

Turn undead
Clerics have the ability turn undead creatures. When this mode is activated and the undead creatures are in range of the character, there is a possibility to stop attacking their targets and run away from the character until the effect is worn off. Whenever the priest or paladins gains a level, this mode will become more powerful.

Priest spells
Clerics can use priest spells and only the following spells are available to clerics. Priest cannot use lvl 5 spells in the game of Baldur's Gate unlike druids, who need less experience to reach the higher levels.

Level 1

 * Sanctuary
 * Doom
 * Cure Light Wounds
 * Remove Fear
 * Shillelagh
 * Bless
 * Command
 * Magical Stone
 * Protection from Evil

Level 2

 * Aid
 * Barkskin
 * Chant
 * Draw Upon Holy Might
 * Find Traps
 * Flame Blade
 * Hold Person
 * Know Alignment
 * Resist Fire/Cold
 * Silence, 15' Radius
 * Slow Poison
 * Spiritual Hammer

Level 3

 * Animate Dead
 * Cure Disease
 * Cure Medium Wounds
 * Dispel Magic
 * Glyph of Warding
 * Holy Smite, for good and neutral aligned priests.
 * Invisibility Purge
 * Miscast Magic
 * Protection from Fire
 * Remove Curse
 * Remove Paralysis
 * Rigid Thinking
 * Strength of One
 * Unholy Blight, for evil and neutral aligned priests.
 * Zone of Sweet Air

Level 4

 * Animal Summoning I
 * Cause Serious Wounds
 * Cloak of Fear
 * Death Ward
 * Defensive Harmony
 * Farsight
 * Free Action
 * Holy Power
 * Lesser Restoration
 * Mental Domination
 * Negative Plane Protection
 * Neutralize Poison
 * Poison
 * Protection from Evil, 10' Radius
 * Protection from Lightning

Level 5

 * Animal Summoning II
 * Cause Critical Wounds
 * Chaotic Commands
 * Cure Critical Wounds
 * Champion's Strength
 * Flame Strike
 * Greater Command
 * Magic Resistance
 * Mass Cure
 * Raise Dead
 * Repulse Undead
 * Righteous Magic
 * Slay Living
 * True Seeing

Level 6

 * Aerial Servant
 * Animal Summoning III
 * Blade Barrier
 * Bolt of Glory
 * Conjure Animals
 * False Dawn
 * Harm
 * Heal
 * Physical Mirror
 * Sol's Searing Orb
 * Wondrous Recall

Level 7

 * Aura of Flaming Death (TOB)
 * Confusion
 * Earthquake
 * Elemental Summoning (TOB)
 * Energy Blades (TOB)
 * Finger of Death
 * Fire Storm
 * Gate
 * Globe of Blades (TOB)
 * Greater Restoration
 * Holy Word
 * Implosion (TOB)
 * Mass Raise Dead (TOB)
 * Resurrection
 * Shield of the Archons
 * Storm of Vengeance (TOB)
 * Summon Deva (Good or neutral alignment TOB)
 * Summon Fallen Deva (Evil or neutral alignment TOB)
 * Sunray
 * Symbol, Stun
 * Symbol, Death
 * Symbol, Fear
 * Unholy Word

Priest spell progression
Notes: Clerics gain additional spell slots for their wisdom. +Usable by priest whose wisdom is 17 or higher ++Usable by priest whose wisdom is 18 or higher.

Mage spells
Available at Wizard Spellbook (Baldur's Gate II) and Wizard Spellbook (Baldur's Gate).

Mage spell progression
Cleric / Illusionists gain one extra spellslot for each level, but this comes at the cost of not being able to cast spell from Necromancy.