Wizard Slayer

Wizard Slayer is one of the class kits available for fighters. This class kit has a fairly self-explanatory specialization, killing wizards and other arcane spellcasters as efficiently as possible by causing them to miscast magic while also avoiding their spell effects. They can also become a decent tank for physical and magical attacks as well. Note that wizard slayers are wizard slayers, and have fewer advantages when facing divine spellcasters such as clerics and druids.
Due to their stance on magic, wizard slayers are restricted in the use of some types of enchanted gear (rings, amulets / necklaces, bracers / gauntlets, belts / girdles, cloaks and most potions). The only way to circumvent this restriction is to dual class to a thief and select the Use Any Item high-level class ability.
==Character abilities table==
Character ability	Min. requirement	Max. possible
Strength* 	9 	18/xx
Dexterity 	3 	18
Constitution	3 	18
Intelligence	3 	18
Wisdom 	3 	18
Charisma 	3 	18
* Prime Requisites for dual-classing. Humans require a minimum of 15 in this stat and a 17 in the prime requisite(s) of the class you are dualing to.
Note: For the information in this table, the human class was used, because humans do not have any bonuses or penalties to the primary ability scores. For all other races, these numbers may be slightly different. For example, elves have even higher minimal requirements.
==Advanced Weapon Specialization==
Advanced Weapon Specialization increases the maximum number of points that can be invested into a specific proficiency to five points. As a result, fighters may do more damage and hit more often with weapons from that specific proficiency. For more information on proficiency points, see Weapon proficiency.
Level of proficiency	Points spent	Bonus to hit	Bonus damage	Attacks per round+
Unskilled 	0 	-1 	-1 	1
Proficient 	1 	0 	0 	1
Specialised 	2 	+1 	+2 	3/2
Master 	3 	+3 	+3 	3/2
High Master 	4 	+3 	+4 	3/2
Grand Master 	5 	+3 	+5 	2
==Wizard Slayer Abilities==
===Innate Magic Resistance===
Wizard slayers gain a 1% bonus to magic resistance per level, and starting from level 20, gain a 5% bonus to magic resistance every even level (thus 19% at level 19, 24% at level 20, 25% at level 21, 30% at level 22, and so on).
Of note is the fact that this kit's magic resistance is cumulative with most sources of magic resistance (even Carsomyr's, on a Wizard Slayer/Thief with Use Any Item, but not Resist Magic). Some of them are the Tears of Bhaal, the Machine of Lum the Mad, equipped items and even transformations (eg the Slayer Form). Due to this fact, if Gorion's Ward is a Wizard Slayer, it's possible to reach 99% magic resistance without any equipment or temporary buff (84% from level 40 + 10% from the Tear of Bhaal + 5% from the Machine of Lum).
===Miscast Magic on Hit===
Every successful hit the wizard slayer makes against arcane spellcasters lowers their chance to successfully cast spells by 25% for 5 rounds. With further hits, the duration refreshes, the chance to miscast stacks, and even applies if their attack deals no damage. Four successful hits will render an enemy mage unable to cast spells (though they can still use magic items such as wands). Ranged weapons with high attacks per round, such as darts (3 APR), or Tuigan Bow +1 (3 APR), would be a great choice as the miscast magic effect applies to ranged attacks as well. It also applies to weapons that have an area of effect (Fire Seeds, Arrow of Detonation). The added benefit is that most spell protections only protect against targeted attacks but not against AOE attacks.
In terms of high-level abilities, Critical Strike is preferred in order to stack up more hits quickly and render spellcasters ineffective.
===Magic Items Restriction===
Wizard slayers can wear enchanted body armor, helmets/headgear, boots, shields, weapons and magical ammunition. Their main disadvantage is that enchanted rings, amulets/necklaces, belts/girdles, cloaks and bracers/gauntlets are off-limits.
===Quick-item Restrictions===
Quick inventory items and other consumables which can be used by wizard slayers are:
* Antidote
*Any green protection scroll
*Brine Potion
*Control Circlet
*Deck of Many Things
*Durlag's Goblet
*Elixir of Health
*Elven Holy Water
*Globe (Blue)
*Globe (Green)
*Globe (Purple)
*Globe (Red)
*Potion of Clairvoyance
*Potion of Healing
*Potion of Extra Healing
*Potion of Superior Healing
*Rift Device
*Rod of Lordly Might
*Rod of Resurrection
*Rod of Reversal
*Tomes and Manuals
* Tree of Life Nuts
* Wand of Cursing
Furthermore, dual-classing allows wizard slayers to use more quick inventory items and consumables, even some that they, technically, shouldn't be able to (eg they correctly can't use Wands of Paralyzation when dualed to Mage in BGEE, but they're able to in BG2EE):
*Any non-companion-restricted item (when dualed to Thief and having Use Any Item)
*Golem Manuals (when dualed to Mage)
*Mage scrolls (when dualed to Mage)
*Rod of Absorption (when dualed to Mage or Cleric)
*Wand of Apprenti (when dualed to Mage)
*Wand of Cloudkill (when dualed to Mage, only)
*Wand of Frost (when dualed to Mage, only)
*Wand of Lightning (when dualed to Mage, only)
*Wand of Monster Summoning (when dualed to Mage, only)
*Wand of Paralyzation (when dualed to Mage, only)
*Wand of Polymorphing (when dualed to Mage, only)
*Wand of Spell Striking (when dualed to Mage)
*Wand of the Heavens (when dualed to Cleric, only)
===Baldur's Gate I EE Playstyle ===
In BG:EE you won't miss much power under item slots you can't equip. As you can't use rings/amulets/cloaks you should use magic plate armor while leaving non-magic version to other party members that can combine them with rings/amulets/cloaks of protection.
In terms of fighting casters miscast magic will apply only for arcane spells - so usually mages. However the game doesn't always behave as expected and some enemies looking like priests/druids and casting priest/druid spells will be affected. For the miscast magic to be effective you have to apply it quickly - so high attack per round weapon is advised (darts, bows, or two weapon fighting).
On the defensive side Wizard Slayer will be very weak - you can't use rings of free action, you can use mind shielding potions and priests on low levels will have limited access to matching spells. Most casters in BG1 will open with crowd control spells so you have to be prepared which for Wizard Slayer is rather impossible unless using ranged weapons from the second line. Barbarian or Berserker on the other hand when enraged will be immune to pretty much any CC and thus able to quickly take down the caster.
If you aren't going with ranged weapons axes look like a good pick due to Wizard Slayer (weapon) axe that also can be imported to BG2:EE if you are proficient with axes and you have it with you. The axe works on all spell casting, including divine and is magical although the enchantment is +1 only.
===Baldur's Gate II EE Playstyle===
Your playstyle depends on whenever you play a melee or ranged build. With melee you will need a priest buffing you with Free Action and Chaotic Commands and mage protecting you from magical/elemental damage when facing harder caster enemies. For late ToB levels you may be able to reach 100% magic resistance or close to it. Evil characters can utilize Human Flesh.
When using ranged weapons you will be less likely to be targeted with spells so it's easier to handle and you don't have to be as protected as in melee range (although your tank will benefit from same spells).
Due to item restrictions, in BG2 Wizard Slayer does lose a lot of options for power gain and thus usually is dual-classed into a thief to remove the restrictions thanks to Use Any Item ability.
===Dual-classing options===
*Thief: Strong option - allows removing item restrictions with UAI (as well it allows you to pick non-thief mages to the group). Thief requires much less experience to level so even greedy 13 levels of Wizard Slayer should be quick to pull off and activate both classes. If you dual-class early in the play-through of BG2 you can go solo through the city and open every lock (and disarm traps if any) to farm some bonus experience quickly.
* Druid: This can be a good option for ranged build with darts or sling. Darts have way more APR and can be used to quickly apply multiple stacks of miscast magic. If you want to activate both classes quickly then do it at level 7 of Wizard Slayer as Druid levels up quickly to level 12 and then starts very steep increase till level 15. With 5* in darts this will give 4,5 APR. Note that Iron Skin in BG2:EE has cast time of 9 so you won't be able to cast it instantly during combat. For the most part you will buff and summon before combat and then open with Insect Swarm or max level AoE spells depending on level and situation to then switch to weapon usage. If you don't have a caster to put stacks on you can continue with additional spells or healing. Underrepresented Items mod adds additional darts to the game.
*Cleric: This choice leaves only slings (or thrown hammers) as an option for ranged attacks and blunt weapons for melee. Melee is better for clerics than for druids due to their available spells. There are blunt weapons with good defensive traits and others with more offensive stats.
*Mage: This is a mixed option. As a mage you will be casting quite often in-combat making your miscast magic rarely used and thus overall dual-class will be ineffective.
===Item Restrictions Exceptions===
Item restrictions for Wizard Slayer are implemented through manual exclusion of each barred item. There are a handful of items that was mistakenly omitted by developers, this group includes but is not limited to: 
* The Claw of Kazgaroth
* The Horn of Kazgaroth
* Gauntlets of Crushing
* Amulet of Seldarine
* Holy Symbols
==High-level class abilities==
High level class abilities were added in the expansion Baldur's Gate II: Throne of Bhaal. For all warrior classes and monks, the pool of abilities consist of abilities which can be accessed from the special abilities menu during battle. These abilities are available to fighters when they exceed 3,000,000 XP, which means they usually start to get HLA at level 21 and each level after. Single class Wizard Slayers will have 20 HLA in total at level 40. 
*Power Attack, this ability can be selected as many times you like.
*Critical Strike, requires power attack. This ability can be selected as many times you like.
*Smite, requires power attack and critical strike. This ability can be selected only one time.
*Deathblow, this ability can be selected as many times you like.
*Greater Deathblow, requires deathblow. This ability can be selected as many times you like.
*Whirlwind, this ability can be selected as many times you like.
*Greater Whirlwind, requires whirlwind. This ability can be selected as many times you like.
*War Cry, this ability can be selected as many times you like.
*Hardiness, this ability can be selected as many times you like.
*Resist Magic, this ability can be selected as many times you like. This is of limited use for a wizard slayer, because of their innate resistance.
==Table for experience, weapon proficiency points, hitpoints and Magic resistance==
For more information, see Experience tables.
Level	Required Experience	Proficiency Points	Attacks	Hit Dice (d10)	Magic Resistance
1 	0 	4 	1 	1 	1
2 	2,000 	 	1 	2 	2
3 	4,000 	5 	1 	3 	3
4 	8,000 	 	1 	4 	4
5 	16,000 	 	1 	5 	5
6 	32,000 	6 	1 	6 	6
7 	64,000 	 	1.5 	7 	7
8 	125,000 	 	1.5 	8 	8
9 	250,000 	7 	1.5 	9 	9
10 	500,000 	 	1.5 	9 + 3 	10
11 	750,000 	 	1.5 	9 + 6 	11
12 	1,000,000 	8 	1.5 	9 + 9 	12
13 	1,250,000 	 	2 	9 + 12 	13
14 	1,500,000 	 	2 	9 + 15 	14
15 	1,750,000 	9 	2 	9 + 18 	15
16 	2,000,000 	 	2 	9 + 21 	16
17 	2,250,000 	 	2 	9 + 24 	17
18 	2,500,000 	10 	2 	9 + 27 	18
19 	2,750,000 	 	2 	9 + 30 	19
20 	3,000,000 	 	2 	9 + 33 	24
21 	3,250,000 	11 	2 	9 + 36 	25
22 	3,500,000 	 	2 	9 + 39 	30
23 	3,750,000 	 	2 	9 + 42 	31
24 	4,000,000 	12 	2 	9 + 45 	36
25 	4,250,000 	 	2 	9 + 48 	37
26 	4,500,000 	 	2 	9 + 51 	42
27 	4,750,000 	13 	2 	9 + 54 	43
28 	5,000,000 	 	2 	9 + 57 	48
29 	5,250,000 	 	2 	9 + 60 	49
30 	5,500,000 	14 	2 	9 + 63 	54
31 	5,750,000 	 	2 	9 + 66 	55
32 	6,000,000 	 	2 	9 + 69 	60
33 	6,250,000 	15 	2 	9 + 72 	61
34 	6,500,000 	 	2 	9 + 75 	66
35 	6,750,000 	 	2 	9 + 78 	67
36 	7,000,000 	16 	2 	9 + 81 	72
37 	7,250,000 	 	2 	9 + 84 	73
38 	7,500,000 	 	2 	9 + 87 	78
39 	7,750,000 	17 	2 	9 + 90 	79
40 	8,000,000 	 	2 	9 + 93 	84
 
Category:Kits