Wizard |
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Subclasses |
Abjuration School |
Wizard Initial Features |
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Wizard is a Class in Baldur's Gate 3. Wizards primary ability is Intelligence, their saving throw proficiencies are Intelligence & Wisdom and they have a Hit Dice of 1d6. They have proficiency with Daggers, Darts, Slings, Quarterstaves and Light Crossbows. Wizards have very little in the way of Armour protection, and minimal Weapon Proficiencies, making them lean on their spells to support their party.
The Wizard is a spellcasting class in Dungeons & Dragons, and it also plays a significant role in Baldur's Gate 3. Wizards are distinguished by their extensive knowledge of arcane magic, which they acquire through rigorous study and the mastery of ancient tomes and spellbooks.
Unlike Sorcerers who possess innate magical abilities, Wizards rely on their intellect, discipline, and education to cast spells. They delve into ancient texts, meticulously transcribing and memorizing magical formulae into their spellbooks.
Through this scholarly process, Wizards gain access to a diverse range of spells and the flexibility to prepare different ones each day, tailoring their magical arsenal to suit specific challenges.
Wizards master the arcane by specialising in individual schools of magic, combining ancient spells with modern research.
BG3 Wizard Class Features
HIT POINTS
- Hit Points at 1st Level: 6 + Constitution modifier
- Hit Points at Higher Levels: 4 + Constitution modifier
PROFICIENCIES
- Armour: None
- Weapons: Daggers, Quarterstaves, Light Crossbows
- Saving Throws: Intelligence, Wisdom
- Skills: Choose any 2 Skills from - Arcana, History, Insight, Investigation, Medicine, Religion
STARTING EQUIPMENT
WIZARD SPELLCASTING
- Full Spellcasters: Unlocks new spell level every 2 Wizard levels, up to level 6 spells.
- Cantrips: Starts with 3 Cantrips (gains additional cantrips at level 4 & 10)
- Spell Save DC: 8 + your Proficiency bonus + your Intelligence modifier
- Spell Attack Modifier: your Proficiency bonus + your Intelligence modifier
- Known Spells: 1 + your Intelligence modifier + your Wizard level
- Spell List: Prepared Casters - Can change equiped spells freely when out of combat.
Ritual Casting: Yes - Spells with the Ritual tag do not consume a spell slot when cast out of combat.
UNIQUE CLASS FEATURES
- Wizard Spells
- Arcane Recovery: Replenish spell slots while out of combat. You cannot restore spell slots above 5th level.
- Can learn spells from Spell Scrolls.
BG3 Wizard Class Progression
All Wizards gain access to the following progression regardless of their subclass:
Level 1
- Wizard Spellcasting (Class Feature)
- Arcane Recovery (Action)
Level 2
- Pick a Wizarding School (Abjuration, Evocation, Necromancy, Conjuration, Enchantment, Divination, Illusion, Transmutation, or Bladesinging)
Level 3
- Arcane Recovery Charge
Level 4
Level 5
- Arcane Recovery Charge
Level 6
- Subclass Feature
Level 7
- Arcane Recovery Charge
Level 8
Level 9
- Arcane Recovery Charge
Level 10
- Choose 1 additional Wizard Cantrip (Class Feature)
- Subclass Feature
Level 11
- Arcane Recovery Charge
Level 12
BG3 Wizard Subclasses Features
Bladesinging
- Bladesong Power resources.
- Training in War and Song
- Bladesong
- Extra Attack
- Song of Defence
BG3 Wizards Spell Slots
| Wizards Level | Cantrips Known | I | II | III | IV | V | VI |
| Level 1 Wizards | 3 | 2 | - | - | - | - | - |
| Level 2 Wizards | 3 | 3 | - | - | - | - | - |
| Level 3 Wizards | 3 | 4 | 2 | - | - | - | - |
| Level 4 Wizards | 4 | 4 | 3 | - | - | - | - |
| Level 5 Wizards | 4 | 4 | 3 | 2 | - | - | - |
| Level 6 Wizards | 4 | 4 | 3 | 3 | - | - | - |
| Level 7 Wizards | 4 | 4 | 3 | 3 | 1 | - | - |
| Level 8 Wizards | 4 | 4 | 3 | 3 | 2 | - | - |
| Level 9 Wizards | 4 | 4 | 3 | 3 | 3 | 1 | - |
| Level 10 Wizards | 5 | 4 | 3 | 3 | 3 | 2 | - |
| Level 11 Wizards | 5 | 4 | 3 | 3 | 3 | 2 | 1 |
| Level 12 Wizards | 5 | 4 | 3 | 3 | 3 | 2 | 1 |
BG3 Wizard Tips & Builds
- NEW SUBCLASS, Bladesinging, will be added in Patch 8.
- Choose Magic Missile for reliable damage, Grease for area control, and Cloud of Daggers for both damage and area denial.
- Choose for Evocation School for protecting allies from your AoE spells or Divination School for manipulating dice rolls to your advantage.
All Wizard Spells in Baldur's Gate 3
You can search by Name, Level, School, Casting Time and Class. Just type into the search box what you are looking for.
Quick Search of All Wizard Spells
| Name | Level | School | Casting time | Description |
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Cantrip | Conjuration |
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Throw a bubble of acid that damage each creature it hits. |
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Cantrip | Abjuration | Action |
Take only half of the damage from Bludgeoning, Piercing, and Slashing attacks. |
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Cantrip | Necromancy | Action |
Prevent the target from healing until your next turn. An undead target receives Disadvantage on Attack Rolls. |
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Cantrip | Evocation | Bonus Action |
Illuminate a 9m radius. |
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Cantrip | Evocation |
Hurl a mote of fire. |
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Cantrip | Enchantment | Gain Advantage on Charisma Checks against a non-hostile creature. Once the spell ends, the creature knows it was Charmed and might accuse the spellcaster. |
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Cantrip | Evocation | Action |
Infuse an object with an aura of light. |
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Cantrip | Conjuration | Action |
Create a spectral hand that can manipulate and interact with objects. |
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Cantrip | Illusion | Action |
Create an illusory image that distracts nearby creatures, compelling them to investigate. You can remain hidden while casting this spell. |
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Cantrip | Conjuration | Action |
Project a puff of noxious gas. |
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Cantrip | Evocation | Action |
Reduce the target's Movement Speed by 3m. |
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Cantrip | Evocation | Action |
The target cannot use reactions. This spell has Advantage on creatures wearing metal armour. |
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Cantrip | Divination | Action |
Gain Advantage on your next Attack Roll. |
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Lv 1 | Evocation | Action |
Each flammable targets is thi with 3∼18 Fire damage. On Save: Targets still take half damage. |
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Lv 1 | Enchantment | Action |
Charm a humanoid to prevent in from attacking you. You gain Advantage on Charisma Checks in dialogue and prevent it from attacking. Enemies have Advantage on Saving Throws against being Charmed. When the spell ends, the target might accuse you of Charming them. |
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Lv 1 | Evocation | Action Spell Slot |
Hurl a sphere of energy. It deals 3d8 Thunder damage, or deals 2d8 Acid, Cold; Fire, Lightning, or Poison damage and creates a surface. |
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Lv 1 | Evocation | Action Spell Slot |
Hurl a sphere of energy that deals 2d8 Acid Damage and creates an acid surface. |
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Lv 1 | Evocation | Action Spell Slot |
Hurl a sphere of energy that deals 2d8 Cold Damage and creates a frozen surface. |
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Lv 1 | Evocation | Action Spell Slot |
Hurl a sphere of energy that deals 2d8 Fire Damage and creates a fire surface. |
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Lv 1 | Evocation | Action Spell Slot |
Hurl a sphere of energy that deals 2d8 Lightning Damage and creates an electrified surface. |
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Lv 1 | Evocation | Action Spell Slot |
Hurl a sphere of energy that deals 2d8 Poison Damage and creates an poison surface. |
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Lv 1 | Evocation | Action Spell Slot |
Hurl a sphere that deals 3-24 Thumder damage and possibly creates a surface on impact. Alternative, choose a different type of damage. |
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Lv 1 | Illusion | Action |
Blind creatures up to a combined 33 hit points. |
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Lv 1 | Illusion | Action |
Magically change all aspects of your appearance. (Lasts until the end of a long rest) |
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Lv 1 | Transmutation | Bonus Action |
Gain Dash immediately and as a bonus action on each of your turns until this spell ends. 1 Turn |
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Lv 1 | Necromancy | Action |
Gain 7 temporary hit points. |
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Lv 1 | Transmutation | Bonus Action |
You and nerby allies Immunity to Falling damage. |
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Lv 1 | Conjuration | Action |
Gain the service of a familiar, a fey spirit that takes an animal from you choose. (Using this spell allows the caster to choose from Find Familiar: Cat, Find Familiar: Crab, Find Familiar: Frog, Find Familiar: Rat, Find Familiar: Raven, and Find Familiar: Spider) (Lasts until the end of a long rest)
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Lv 1 | Conjuration | Action |
Summon a familiar with the form and statistics of a cat that can distract your enemies. (Lasts until the end of a long rest)
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Lv 1 | Conjuration | Action |
Summon a familiar with the form and statistics of a crab. Its sharp pincers can slow enemies. (Lasts until the end of a long rest)
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Lv 1 | Conjuration | Action |
Summon a familiar with the form and statistics of a frog. Its skin is covered with dizzying toxins. (Lasts until the end of a long rest)
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Lv 1 | Conjuration | Action |
Summon a familiar with the form and statistics of a rat. Its infectious bite can spread disease. (Lasts until the end of a long rest)
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Lv 1 | Conjuration | Action |
Summon a familiar with the form and statistics of a raven. It can launch precise attacks. (Lasts until the end of a long rest)
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Lv 1 | Conjuration | Action |
Summon a familiar with the form and statistics of a spider. Its deadly bite can poison enemies. (Lasts until the end of a long rest)
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Lv 1 | Conjuration | Action |
The cloud Blinds and Heavily Obscures creatures within it. |
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Lv 1 | Conjuration | Action |
Cover the ground in grease, slowing creatures within and possibly making them fall Prone. |
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Lv 1 | Conjuration | Action Level 1 Spell Slot |
+2d6 Throw a shard of ice that deals 1~10 Piercing damage. It explodes and deals 2~12 Cold damage to anyone nearby. It leaves an ice surface. 2 turns |
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Lv 1 | Transmutation | Action |
Touch a creature to triple its jumping distance.
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Lv 1 | Transmutation | Action |
Touch a creature to increase its Movement Speed by 3m. |
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Lv 1 | Abjuration | Action |
Protec a target from attacks: increase its Armour Class to 13 + its Dexterity modifier. |
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Lv 1 | Evocation | Action |
Shoot 3 magical dsarts, each dealing 2∼5 Force damage. They always hit their target. |
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Lv 1 | Abjuration | Action |
Protect a creature against aberrations, celestials, elementals, fey, fiends, and undead. The target can't be Charmed, Frightened, or possessed by them, and when these creatures attack it, they do so with disadvantage. |
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Lv 1 | Necromancy | Action |
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Lv 1 | Enchantment | Action |
Put creatures into a magical slumber. Select targets up to a combined 24 hit points. |
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Lv 1 | Enchantment | Action Level 1 Spell Slot |
Leave a creature Prone with laughter, without the ability to get up.
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Lv 1 | Evocation | Action |
Release a wave of thunderous force that pushes away all creatures and objects. |
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Lv 1 | Evocation | Action |
Link yourself to a target with a bolt of lightning. Deal an additional 1∼12 Lightning Damage each turn by activating it. |
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Lv 2 | Abjuration | Action Level 2 Spell Slot |
Close a door or container with a magical lock.It can no longer be lockpicked or opened with Knock. |
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Lv 2 | Necromancy | Action Level 2 Spell Slot |
Limit a foes sight range. It is easier to hit, and the creature will miss more often.
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Lv 2 | Illusion | Action Level 2 Spell Slot |
Attackers have Disadvantage on Attack rolls against you. Doesn't affect creatures that don't rely on sight or that can see through illusions. |
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Lv 2 | Conjuration | Action Level 2 Spell Slot |
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Lv 2 | Enchantment | Action Level 2 Spell Slot |
Instil madness in a humanoid enemy, making them attack the creature closest to them (other than you), even if it's allied. |
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Lv 2 | Evocation | Action Level 2 Spell Slot |
Create a cloud of magical darkness that Heavily Obscures and Blinds creatures within.
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Lv 2 | Transmutation | Action Level 2 Spell Slot |
Grant a creature the ability to see in the dark out to a range of 12m. |
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Lv 2 | Divination | Action Level 2 Spell Slot |
Focus your mind to read the thoughts of certain creatures while talking to them. |
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Lv 2 | Transmutation | Action Level 2 Spell Slot |
Make a creature larger or smaller to affect their weapon damage and Strength Checks and Saving Throws. |
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Lv 2 | Conjuration | Action Level 2 Spell Slot |
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Lv 2 | Evocation | Action Level 2 Spell Slot |
Summon a strong wind that clears all clouds and pushes creautes back 5m, forcing them Off Balance. |
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Lv 2 | Enchantment | Action Level 2 Spell Slot |
Hold a humanoid enemy still. They can't move, act or react. Attacks from within 3m are always Critical Hits. |
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Lv 2 | Illusion | Action Level 2 Spell Slot |
Touch a creature to turn it Invisible. Attacks against it have Disadvantage. It attacks with Advantage. |
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Lv 2 | Transmutation | Action Level 2 Spell Slot |
Unlock an object that is held shut by a mundane lock. |
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Lv 2 | Transmutation | Action Level 2 Spell Slot |
Infuse a weapon with arcane energy. The weapon becomes magical, receiving a +1 bonus to Attack and Damage Rolls. |
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Lv 2 | Evocation | Action Level 2 Spell Slot |
Shoot a green arrow that covers the target and the ground with acid. Deals 4d4 Acid damage immediately and 2d4 Acid damage at the end of the target's turn. On Missing: Targets still takes half the initial damage. |
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Lv 2 | Illusion | Action Level 2 Spell Slot |
Create 3 illusory duplicates of yourself that distract attackers. Each duplicate increases your Armour Class by 3. Whenever you successfully evade an attack, one of the duplicates disappears. |
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Lv 2 | Conjuration | Bonus Action Level 2 Spell Slot |
Surrounded by silver mist, you teleport to an unoccupied space you can see. |
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Lv 2 | Illusion | Action Level 2 Spell Slot |
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Lv 2 | Necromancy | Action |
Weaken a Foe: they deal half damage with weapon attacks using Strength. |
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Lv 2 | Divination | Action Level 2 Spell Slot |
Become able to see Invisible creatures, and possibly reveal them to others. |
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Lv 2 | Evocation | Action Level 2 Spell Slot |
Hur1 3 rays offire. Each ray deals 2∼12 Fire damage. |
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Lv 2 | Evocation | Action Level 2 Spell Slot |
Damage all nearby creatures and objects. Creatures made of inorganic material such as stone have Disadvantage on their Saving Throw. On Save: Targets still take half damage. |
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Lv 2 | Conjuration | Action Level 2 Spell Slot |
Cover an area in thick, flammable webbing that slows creatures within and possibly Enwebs them. |
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Lv 3 | Necromancy | Action Level 3 Spell Slot |
Create an undead servant from a corpse. |
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Lv 3 | Necromancy | Action Level 3 Spell Slot |
Curse a creature with your touch. The curse either bestows Disadvantage on checks and Saving Throws or attacks, lets you deal additional damage to the target, or robs it of its actions. |
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Lv 3 | Abjuration | Reaction Spell Slot |
Nullify another creature's spell as a reaction. The spell must be 3rd level or lower. If it is higher, you must succed a Check to nullify it, the difficulty of which is based on the spell's Level. |
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Lv 3 | Illusion | Action Level 3 Spell Slot |
Project a phantasmal image so frightening it makes targets drop whatever they are holding and become Fearful. If the target ends their turn where they can't see you, they can make another Saving Throw to shake off their fear. |
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Lv 3 | Necromancy | Action Level 3 Spell Slot |
Put an ally in a protective, magical coma deep enough to imitate death. The Ally becomes Resistant to all damage except psychic damage, and disease and poison no longer have any effect. |
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Lv 3 | Evocation | Action Level 3 Spell Slot |
Shoot a bright flame from your fingers that explodes upon contact, torching everything in the vicinity. On Save: Targets still take half damage. |
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Lv 3 | Transmutation | Action Level 3 Spell Slot |
Bestow the ability to Fly upon yourself or an ally. |
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Lv 3 | Transmutation | Action Level 3 Spell Slot |
Transform yourself or an ally into a cloud of mist to avoid attacks. The target becomes Resistant to all damage, gains Advantage on Constitution, Dexterity, and Strength Saving Throws, and becomes tiny in size. |
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Lv 3 | Abjuration | Action Level 3 Spell Slot |
Inscribe a circle of arcane glyphs on the ground that trigger a magical effect when stepped on by an enemy. |
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Lv 3 | Transmutation | Action Level 3 Spell Slot |
Target yourself or an ally to become Hastened. |
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Lv 3 | Conjuration | Action Level 3 Spell Slot |
Create a twisting pattern of colours that Hypnotises all creatures within area that can see the pattern. |
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Lv 3 | Abjuration | Action Level 3 Spell Slot |
Touch a creature to grant it Resistance to Acid, Cold, Fire, Lightning, or Thunder damage. |
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Lv 3 | Abjuration | Action Warlock Spell Slot |
Touch a creature or object to remove all Curses affecting it. |
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Lv 3 | Conjuration | Action Level 3 Spell Slot |
Call forth a storm of sleet that douses fires, creates an ice surface, and disrupts the concentration of spellcasters. |
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Lv 3 | Conjuration | Action Level 3 Spell Slot |
Create a cloud of gas so nauseating it prevents creatures from taking actions. |
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Lv 3 | Necromancy | Action Level 3 Spell Slot |
Touch an enemy to syphon their life force. You regain half as many hit points as hit points as the damage they take. For 10 turns, you can use Vampiric Touch again without expending an additional spell slot. |
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Lv 3 | Evocation | Action Level 3 Spell Slot |
Call forth a blast of lightning that hits all creatures in the line of the eruption. On save: Targets still take half damage |
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Lv 3 | Transmutation | Action Level 3 Spell Slot |
At the end of your turn, roll a D20. On 11 or higher, you vanish into the Ethereal Plane. While there, you can't be harmed or seen in this world |
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Lv 3 | Transmutation | Action Level 3 Spell Slot |
Alter time to Slow up to 6 enemies. They won't get far, they can't do much, and they're easier to hit. |
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Lv 4 | Enchantment | Action Level 4 Spell Slot |
Befuddle a group creatures, causing them to attack at random, wander around aimlessly, and occasionally skip turns in the stupor. |
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Lv 4 | Conjuration | Action Level 4 Spell Slot |
Conjure a minor elemental to fight alongside you. |
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Lv 4 | Conjuration | Action Level 4 Spell Slot |
Teleport yourself and up to 1 adjacent ally to a place you can see. The ally cannot be larger than medium. |
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Lv 4 | Illusion | Action Level 4 Spell Slot |
Turn a creature Invisible. Attack against it have Disadvantage. It attacks with Advantage. |
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Lv 4 | Evocation | Action Level 4 Spell Slot |
2d8 Impel a storm of hail ice to crash from the sky, covering the ground and striking all objectas and creatures within range. On Save: Targets still take half damage. |
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Lv 4 | Transmutation | Action Level 4 Spell Slot |
Transform a creature into a harmless sheep. |
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Lv 4 | Abjuration | Level 4 Spell Slot |
Turn a creature's flesh hard as stone. It takes only half the damage of all non-magical Bludgeoning, Piercing, and Slashing damage. |
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Lv 4 | Evocation | Level 4 Spell Slot |
Create a blazing wall of fire, burning anyone who dares stand too close. |
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Lv 5 | Conjuration | Action Level 5 Spell Slot |
Craft a large cloud that inflicts 5∼40 Poison damage per turn. You can reposition the cloud every turn. |
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Lv 5 | Evocation | Action Level 5 Spell Slot |
Make a flurry of frost, crisp air, and condensed snow crystals erupt from your hands. On save: Targets still take half damage. |
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Lv 5 | Conjuration | Action Level 5 Spell Slot |
Bend the barrier between the Planes until they disgorge an elemental ally to follow and fight for you. |
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Lv 5 | Enchantment | Action Level 5 Spell Slot |
Make a humanoid fight alongside you. Every time the creature takes damage, it makes a Wisdom Saving Throw against your domination. Allies cannot be dominated. |
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Lv 5 | Enchantment | Action Level 5 Spell Slot |
Paralyse a creature. It can't move, act or react. Attacks from within 3m are always Critical Hits. |
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Lv 5 | Abjuration | Action Level 5 Spell Slot |
Target an otherworldly creature and attach its consciousness to your own. It will follow and fight for you as an ally. |
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Lv 5 | Illusion | Action Level 5 Spell Slot |
Disguise up to 4 memebers of your adventuring party. |
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Lv 5 | Transmutationt | Action Level 5 Spell Slot |
Throw a creature or object up to 18m with a thought. Once per turn, you can use Telekinesis again without expending a spell slot. |
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Lv 5 | Evocation | Action Level 5 Spell Slot |
Raise a wall of non-magical, solid stone. |
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Lv 6 | Conjuration | Action Level 6 Spell Slot |
Create two liked teleportation portals. |
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Lv 6 | Evocation | Action Level 6 Spell Slot |
Strike an enemy with lightning. Three more bolts will leap from the target, electrifying as many as three other enemies within 18m. On Save: Targets still take half damage. |
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Lv 6 | Necromancy | Action Level 6 Spell Slot |
Sculpt a massive sphere of entropic energy around a creature. Devastate the target and all surrounding creatures. On Save: Targets still take half damage. |
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Lv 6 | Necromancy | Action Level 6 Spell Slot |
Raise a corpse as a heinous mummy that fights by your side. |
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Lv 6 | Transmutation | Action Level 6 Spell Slot |
Shoot a thin green ray from your finger. If the 50∼100 Force damage reduces the target to 0 hit points, it disintegrates into a crumbly ash. |
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Lv 6 | Necromancy | Action Level 6 Spell Slot |
Your eyes become black corridors walled in teeth, your gaze capable of inflicting dread, sickness, or putting creatures to sleep. |
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Lv 6 | Transmutation | Action Level 6 Spell Slot |
Atrophy a foe, Restraining them until they temporarity turn to stone. Target will Petrify if it does not succed its Saving Thorw within 3 turns. 3 Turns |
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Lv 6 | Abjuration | Action Level 6 Spell Slot |
Creates a barrier that makes creatures and objetcs inside it Immune to all damage. |
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Lv 6 | Evocation | Action Level 6 Spell Slot |
Create a ball of churning ice that can be lauched instantly to generete a frosty explosion or store for later use. |
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Lv 6 | Enchanment | Action Level 6 Spell Slot |
Cause a creature to start dancing, making it unable to take actions or move. It attackers have Advantage on Attack Rolls. The dancer has Disadvantage on Attack Rolls and Dexterity Saving Throws. |
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Lv 6 | Evocation | Action Level 6 Spell Slot |
A beam fo brilliant light sears and Blinds all creatures in its path. Until the spell ends, you can recast Sunbeam without expending a spell slot. On save: Targets still take half damage. |
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Lv 6 | Evocation | Action Level 6 Spell Slot |
Raise a wall of solid ice that deals 10∼60 Cold Damage to anyone standing in its way. When the ice is broken, it leaves behind a cloud of frigid air that deals 10∼60 Cold damage per turn to creatures within. |
All Wizard Spells Gallery
Cantrips
Lvl 1 Wizard Spells
Lvl 2 Wizard Spells
Lvl 3 Wizard Spells
Lvl 4 Wizard Spells
Lvl 5 Wizard Spells
Lvl 6 Wizard Spells
In Other Languages
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Anonymouswell they take away almost every wizard only spells, wizards are still strong, but it's unfun to play wizards, I needed to respec my chararacter too other full caster, and gale still on camp.
Ps: I had more fun with wizards in pathfinder Wotr.
AnonymousDont recommend go full wizards for first plays, only abjuration, and kinda necromancer, are fun and works well in all acts, other subs only late game (lv 10, act 3), and others just sucks.

Anonymous
AnonymousEvocation necromancy Abjuration are pure gems! Divination also very good but a bit limited… still can easily reroll any spell check to get their effects (or anything actually) then conjuration very fine cause get rain by that can double your ice and lightning damages and also everlasting concentration! Never will break which is super good! And it is why transmutation is garbage! Get hirelings to make potions… also enchantment and illusion are garbages too! Enchantment still can use a little bit but illusion…!

AnonymousReally good and fun to play on multiclass builds, but full wizard (or at least lv 10 wiz and 2 on anithing else) only shiny at act 3 (abjuration shiny early), god tier for multiclass, and "at least it's a full caster" tier for pure wizard.

Puny anonymous sorcerer, if playing a wizard causes you so much pain - just don't play it.

AnonymousTHEY NERFED WIZARD DEVA, NOW IT'S A LV 6 SPELL.
Full Wizards already are in a "bad" spot for a full caster, and now they nerfed it? Why?
Anonymous"a wizard that thinks that hurling fireballs at his enemy is his job is just a hedge wizard".
Check out those supportive spells you would never want to cast as a sorcerer (because using sorcery on them would be a waste). And seems like Larian team thought the same way, since many of wizard only spells are supportive, not damaging.
AnonymousIf you want to play as a wizard I recomend 1~2 lvs in wizard/10~11 lvs sorceres, this way you have verstility + power, make it focused in char and pick the ogre int circlet for fixed 17 int.

AnonymousWizards are the worst full caster class in this game, others class have other resources that make you continue in that class (bardic inspiration, metamagic, druid wild form, cleric power, warlock eldritch and pacts), wizards only have the scroll learning (if you dip 1 lv in any class they have full acess to this) and Arcana recovery (something that sorceres and land druid have too).
I only recommend this class for multiclassing.
AnonymousWhy wizards need to be that bad? Full wizard is terrible, only works for multiclass 1~2 lvs in wizard and everthing else in other class.

AnonymousWhy full wizard need to be soo bad? The only worth full lv subclass is evocation one, everthing else only worth the lv 2 and maybe the lv 6, basically a class that only works if you multiclass.

AnonymousWhat's the point of having so many weak subclasses when you'll be making WAY better use of Evocation for combat and maybe Transmutation for a camp wizard.

AnonymousSorcerers get Twinned Haste.
Wizards get unique spells like Artistry of War.
Seems like a fair exchange.
AnonymousMy fav build was 1 Sorc/2 Tempest/8 Wizard (divination or Evocation if you have melee in party) with Alert feat, +2 INT and all DC items/Mirror in Act 3 giving you like 27 DC on spells. You can nuke everything with Conjure Water (anyone in your party can cast it with Light Cleric dip for example) and Destructive Wave and using Snowburst ring with Cold spells to create Ice Surfaces everywhere so enemies would always prone. Basically just **** on everything.
Also use Minor Illusion before entering encounter to group up enemies in area close together to nuke them with single Wet->Destructive or prone them all with Sleet Storm/Cold Spells
The best option for wizard:
1) Take 17 int, +1 int from Ethel and +2 from feat = 20 INT
2) Dual wielder at the end to have 2 staffs.
3) War caster like feat and Alert like potion.
Feats not pokemon, but you catch them all.
AnonymousLevel 12.
Only a feat you don't need.
Just dipped storm sorcerer for gale.
+3 all you need, just use dc buff geat.
Warcaster and maybe resilience con.
But I couldn't be bothered resetting everything for boting con save i really didn't need.
So i went duel weilder. Duel weild 2 staffs that give big bonuses, +DC buffs.
AnonymousSome math for those to cheese the respec for cheaper scroll. You need 4+ scrool per school (25g saved per scroll vs. 100g respecc cost) plus another 4 scrolls over all schools involved (100g respec cost) to even out the cost for the process. So If you want to spec conjuration just for the sake of learning a respec to evocation you need 8+ conjuration scrolls to save some money. That's is really worth the effort. Besides conjuration and evocation school scrolls it's rarely worth any gold in doing so and not really worth your time.
If you want to "save" some money, scam a few merchants with a hireling thief later on if you want some more money. But you should not have money issue at all, so don't think about.
AnonymousIt's good to note that any wizard spells you learn from scrolls seem to carry over if you respec into wizard again. Reasons to do this are to change your stats around or change the school you master. Do this all you want and you wont lose your learned spells. You can't, however, cast them if you are too low a level, say, if you multiclass and lack the wizard level required for the spell. Happy casting folks!

AnonymousThis is missing the Coolio spells ypu can learn from scrolls in act 3. I'm not sure how many there are total but at least one really good evocation spell is missing

AnonymousThe only class deserving of the magic they wield. Don't @ me.

AnonymousI want to go wizzard/eldritch knight once the game is released on PS5 but am not sure how to split. Is it more advisable to go to 6-6 and get the third feat or go 5 fighter 7 wizzard and get the spell slots? (if I’m not mistaken the five levels in warrior should be counted as 1.666… spellcaster levels which would be rounded up to 2 giving me the same amount of spell slots a level 9 wizzard would have or am I missunderstanding how caster levels work?)

AnonymousEveryone absolutely needs a Transmutation Wizard but NOT in their party. Get a hireling or respec a companion but the Transmutation skills are too valuable to not have. Mind you, playing the class in combat sucks. But twice the alchemy crafts? Free resistance on a chosen character? Invaluable. Give them as much wisdom as you can because Medicine checks rely on wisdom. You'll never run out of healing potions, haste potions, giant strength elixirs and so on.

AnonymousWizards have always been strong, but the way they've been implemented in this game does not do them full justice. They can still be very strong if setup right, though. Evocation, Necromancy and Abjuration Wizards are the strongest, and I think Divination is still strongest on PnP or when played as the face char in BG3, but is useable. One thing that could be changed in order to make them more viable in the videogame is to give more charges of the arcane recovery ability, or make it replenish upon short rest (even if conditionally), in order to make the wizards more serviceable between long rests. Nevertheless, people say evocation is not strong, but they sleep on the "powerful cantrip" class trait, ESPECIALLY when wearing a pendant that adds the int modifier to elemental cantrips. Acid splash demolishes packs of enemies without using a single spell slot. And I've finished fights with my Evowiz with a single Lightning Bolt cruising around my team mates. Necro is certainly stronger due to action economy, but Evo is definitely fun too.

AnonymousSo many schools are just outright bad and their special abilities do nothing of value.
Despite having the biggest amount of subclasses, it's the least diverse class by so far.
AnonymousRight now all spells that leave an effect on the battlefield (grease, web, stinking cloud, cloudkill etc) have their DC's broken. If you are planning on playing a spellcaster be prepared to have your DC equal 12 or 13 for all those spells.

AnonymousJust a small tip if anyone comes across this. The wiki says to learn and use Grease for area control. In BG3 this is incorrect. Prone is a worthless status effect that merely deducts an enemy's movement speed slightly, which 200% of the time will benefit you in absolutely no way. In DOS and some DnD based games Grease and Prone were really good debuffs, here it's a trap for newbies.

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AnonymousWizard is so weak. 90% of game you are at 8-9 level max. At this level wizard always lose to other classes.

AnonymousSeems like this wiki needs a LOT of updating. When you look at the "All Wizard Gallery" there is a plethora of spells that are not in the "All Wizard Spells Comparison Table". I'm no DnD expert, so I can't tell what belongs and doesn't but looking at the hyperlinks it seems that a lot of the spells in the Gallery are not even obtainable as a Wizard!

Anonymous
Anonymousso... in tabletop, one of the appeals of ritual casting on the wizard is that you don't have to memorize spells to cast them as ritual spells allowing you access to an array of utility spells without sacrificing memorized spell options. unfortunately, it seems you can't do this in BG3. if you don't memorize find familiar, you can't cast it as a ritual.

Anonymous6 Levels in Fighter (I like BM) and then multiclass 6 more into Wizard necromancer subclass (any order). Make sure to get the Warped Head Band of Intellect (Necro passive Grim Harvest allows you to heal from killing enemies with spells) and then you have a proper DEATH KNIGHT. Its a time investment for sure but its possible. Dark Justiciar armor is fun with this build.

Anonymous
AnonymousInfo on how many spells can be 'prepared' per level would be good.

Anonymousvery bad class. weak.
There is almost 0 good items for wizard. Male classes are far better.
Anonymous
AnonymousIt is so incredibly disappointing to see that Wizards can no longer learn scrolls from outside of the class. I guess it's just something modders will have to do. :/

Anonymous
AnonymousAs from patch 9 you can no longer learn spells from scrolls outside your class. So no more awesome Armour of Agathys for Abjuration mages / Heat Metal

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AnonymousWill there be Ritual casting spells? I think thats important for the wizard to be able to cast some utility spells without using spell slots

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AnonymousWhoever keeps putting that the classes roll their HP needs to stop; they don't. It's the average.


























































































































Speak whatever you want about "Casters are supposed to be support, you just don't know how to use them.", but when you would rather prefer half of a warrior that does 4-6 attacks with 30 damage each, and is much better at crowd control (by killing enemies outright) than Gale, that's not balance.
Casters were support in Pathfinder, in 5e they are damage dealers, in BG3 - they are nothing.
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