I thought the rationale for the mage's high dex requirement was that in PnP a mage uses complex and/or subtle hand gestures to cast many spells. Some require vocalization only, but I'm pretty sure most require a combination of incantation and hand gestures.
I agree with those who have said that a pure mage is best. Not gaining one additional spell slot per level (is that what it is?) doesn't matter all that much once the mage is high level and equipped with at least one RoW. I'd rather have access to all the spells--especially when playing with Dark Side installed, which adds a ton of new spells.
Here is a link to a table that lays out all of the BG1 spells that are unavailable to a specialist because they belong to that specialization's opposition school
http://www.pottsland.com/baldur/crea...e_spells.shtml
Add to that table the following ToSC spells:
Unavailable to an Abjurer:
Otiluke's Resilient--Sphere Alteration
Polymorph Other--Alteration
Polymorph Self--Alteration
Unavailable to a Transmuter:
Remove Curse--Abjuration
Unavailable to Transmuter and Illusionist:
Spirit Armor--Necromancy
Unavailable to an Invoker:
Emotion: Hopelessness--Enchantment/Charm
Greater Malison--Enchantment/Charm
Chaos--Enchantment/Charm
Domination--Enchantment/Charm
Feeblemind--Enchantment/Charm
Hold Monster--Enchantment/Charm
Don't have a list of the Dark Side spells, but that would affect the choice also. Another reason I wouldn't specialize at all.
I would never choose to specialize as an Enchanter because I would lose Magic Missile. Not having the other Evocation spells I could proably work around, but I have to have MM.
Other specializations I would never choose:
Abjuration--imagine not being able to cast Haste on the party! And not being able to cast Knock when you really need it. Also, I wouldn't want to lose Polymorph Other, which is probably the deadliest spell in the game (to creatures that don't have magic resistance anyway).
Transmuter--no Resist Fear, Dispell Magic, Vampiric Touch, and Minor Globe of Invulnerability.
If I were going to specialize, losing the Necromancy spells as an Illusionist might be workable for me. I typically only use but two of them amyway. I would probably do that before I would sacrifice Identify as a Conjurer--I never use bards and I hate having to trudge to a temple or store to identify stuff. I mean strictly where convenience is concerned, Identify is actually a highly valuable spell.
But again re: losing Necromancy spells... Vampiric Touch and Spirit Armor are great spells. In my current Dark Side campaign I sometimes have my level 9 mage cast Mirror Image and Spirit Armor and go around whacking the enemy with Thunderslap (Dark Side spell) and Vampiric Touch, then finish them off with MMs. I make sure he always has some healing potions handy, of course. It's kind of neat to watch him stroll up to enemies right along with the meleers.
[ 11-22-2001: Message edited by: Lemernis ]