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By default no there very little for that.
2 lonewolf paladin-like dudes with sword + shield might be interesting though. Might not be the hardest hitters, but with the right setup you'd be very hard to kill.
Casters can use shields, so you could always have a wizard hiding behind a shield while doing their spells. You can equip a wand into their weapon hand instead of a sword or similar. But they're just going to be casting normal spells, they're not going to be doing magic specific to their shield or anything like that.
fair enough. Eh the wand itself is kind of an annoyance purely looks wise cause i wanted shield only with casting magic but it will do! Hopefully will get to enjoy this game nonetheless!
The wands aren't necessary, just very helpful to have an extra item giving you some stat boosts. With only one shield attack in the game unmodded, you might be best off with a necromancy build, which in DOS2 is more of blood magic than actual necromancy. It does the same damage type as the shield throw attack, and late game can be very powerful. Definitely a slow start though.
There also likely more since that was just the quick look, tip switch tabs on right to definitive edition and class.
Shield toss doing only physical damage and the game count that as a spell. That means, you can't crit with your shield toss unless you have a talent for that and also silence effects wouldn't let you cast it.
Necromancy would be a school of your choice if you don't feel the need to attack in meelee, but want to deal physical damage. Also you'd love to have bone cage and shackles of pain from necromancy, reflect from warfare and from geomancy stone armor and... Reactive armor. Warfare also will buff all the physical damage you deal. With high enough armor rating you can straight up oneshot some of the toughest bosses of the game or at least wipe their hp in one hit once they have no physical armor for you to cast shackles and then reactive armor, beacause you hit both yourself and your target with it. Since critical damage would be the most preferrable source of damage in mid to late game, you may like to spend some points in wits and scoundrel to boost your crit chance and crit damage accordingly.
The build starts fully working already at the end of act 2 and will only grow as the game progress.
You'll basically need Savage Sortilege talent in order to get close to basic damage dealers like archers or fighters with two-handed. Living Armour, Hothead, Five-Star Diner and Executioner works here as fine as in most builds. You can freely mix any magic school of your choice, but bear in mind that you might not have very much points if you're not using Lone Wolf or feel the need to min-max your character. You also can rely on scrolls to compensate for this at some degree.
Obviously, in such build you'll be somewhat hard to kill, even though heavy armor have some issues with magical resistance.