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Suneer' a male human mage that will be encountered during Baldur's Gate II Chapter 7 in Suldanessellar. He'll be found in the Temple of Rillifane.

What audacity, <CHARNAME>! You continue to surprise me.

— Suneer


This evil mage was either hired or joined Jon Irenicus's cause to overthrow the city.

After a short dialogue exchange, Suneer will turn hostile and most likely be able to launch his initial buffs (uninterruptible).

See the InfoBox breakdown of his scripted actions.

As a competent spell caster with plenty of attack options, letting this mage cast and complete spells will be dangerous. Best to interrupt him and get him taking damage as soon as possible. Remove his combat protections and specific protections in a timely and efficient manner, and the party can methodically take down this high-level mage before too much damage is done to the party.

Expect a Time Stop attempt. If that is successful then during the pause in time the party will be on the receiving end of a Meteor Swarm, and perhaps even a Gate (wizard) spell.

Suneer has some secret assigned innate immunity to certain status effects - see the IB for a listing of those.


Both Suneer and Raamilat creature files are nearly identical other than race and dialogue. Their spell casting scripts, and immunities are the same.

Mod content[]

Mods icon This section is about unofficial content that is only available via fan-made mods.

Sword Coast Stratagems mod revises this evil spell caster. A new "Smarter Mage" AI script is assigned. A random mage kit will be bestowed (Conjurer, Enchanter, Invoker or Necromancer). The assigned kit will determine the memorized and scripted spell book available to the mage, as well as the contents of the scripted Minor Sequencer, Spell Sequencer, Spell Trigger and Chain Contingency.

Depending on the player's game difficulty setting - the mage may have access to Improved Alacrity and Summon Dark Planetar. If the alacrity is used during the mage's Time Stop, quite a few spells will be cast - so be aware of that.

Expect a robust and comprehensive previously cast chain of initial protective buffs for this mage, increasing survivability and staying power.

A scripted potion is assigned for healing purposes.

With the Spell Revisions mod the creature's spell versions will be the SR variety. Expect being unable to break the mage's invisibility and illusions due to SR's Non-Detection. Peel away the protective layers first.

Mod gallery[]

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