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Terrece is the leader of a group of mages who have been hired by Baron Ployer to curse Jaheira, which begins one of her Companion quests during the Baldur's Gate II: Shadows of Amn campaign. The other two mages are Gracien and Malacazar. may call me Terrece. I know of whom you seek, the mages in black and green? What is your business with my fellows? We are...available for hire.


After Jaheira has been cursed, an opportunity will arise to talk to Terrece outside of the Council of Six building in the Government sector. The basic options are to hire/bribe them to "return the favor" to Baron Player, or to stay out of any further support for Ployer altogether.

"Our group was directed to harm one of your number, though it was just business. I am here to speak an offer of counter-employment. We performed a service for your enemy, but that contract has expired... though we have been asked to perform another task in the future. We find Mister Ployer distasteful, even in comparison to others of his ilk. It would not disturb us to...make other arrangements around that task in the future. You will find him eventually, and we are to be there. Or perhaps we are not. That is the offer I make today."

"I take it you are a mercenary group of sorts."

"Perhaps. The Cowled Wizards watch mages closely, so there is a demand for mages to perform certain... tasks. Especially if they guarantee not to get caught."

It then falls to the Party to decided whether they want to deal with Ployer themselves, or enlist the aid of Terrece, Gracien and Malacazar. If the latter, they will teleport into Ployer's Derelict Home in the Slums once Ployer has been confronted by the party there.

If on the other hand Ployer is confronted by the party with no previous contact with Terrece, then he and his other two mage allies will teleport in to assist the baron. If the party should face this mage due to hostilities breaking out, then this wizard will engage in immediate spell casting attempts.

Most probably he will be able to immediately use his scripted "pre spells" to self-protect with the following buffs: Stoneskin, Minor Spell Turning, and Mislead. A second stoneskin is possible if the first is removed.

Most likely, unless disrupted - a Chain Lightning, Chaos and Domination, Hold Person (wizard) will be cast. As a conjurer, it's also possible a Animate Dead spell may be attempted to bring forth some temporary help.

Terrece can cast a Secret Word if a Mage is detected with a Spell protection up. If the party has summoned creatures conjured in the battle, Terrece can attempt a Death Spell to banish them.

The sooner the mage is damaged and disrupted, the quicker he will be put out of action.

Related Quests[]


  • Terrece's alignment is chaotic good, which is perhaps why he himself wants to be rid of Ployer who, as a chaotic evil slaver, he finds "distasteful." Both of his fellows are chaotic neutral. Shadows of Amn LOADCNTR00004 Icon SoABaldur's Gate II:
    Shadows of Amn
    This icon indicates content from the original Baldur's Gate II: Shadows of Amn campaign.


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Mod content[]

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

The Sword Coast Stratagems mod revises this wizard, and especially with the "Smarter Mages" component. He may be assigned an Enchanter specialty mage kit.

When hostilities commence, Terrece is scripted to self-protect with a group of protective buffs (previously cast) upon self. These spells include Mirror Image, Shadow Door, Minor Globe of Invulnerability, Spell Deflection, Protection From Normal Missiles, Non-Detection, and Stoneskin.

With the more advanced AI scripts, the creature's actions will be determined by the party's protections and detected vulnerabilities. A whole slew of disabling and a few damage dealing spells are available to the Enchanter, many that aren't provided to the unmodified wizard. His spell choices are commensurate with his kit and experience level.

Terrece has a prepared Minor Sequencer loaded and can unleash it during the battle.

SCS random treasures are placed in his inventory.

With the Spell Revisions mod installed this mage's spell will be the SR versions.


  1. MAGE12C.BCS