To master the Weave is to control the fabric of the world itself, and no class does it better than the Wizard inBaldur’s Gate 3. Armed with an ever-expanding arsenal of spells, Wizards are masters of versatility—capable of engulfing their enemies in searing lightning, controlling the battlefield by ensnaring foes in sticky webs, and summoning creatures to carry out their every command.

Mastering the vast spellbook and complexities of the Wizard’s gameplay might feel daunting at first, but those who dedicate themselves to mastering this spellcasting class will find themselves wielding unparalleled power with some of the best spells of the game at their disposal.

Baldur’s Gate 3 - Gale criticizing the player

Updated November 15th, 2023 by Alexis Campbell:All subclasses, feats, and spells have been updated to reach level 12 and are up-to-date with the official release.

Wizards: An Overview

Wizards master the arcane by specializing in individual schools of magic, combining ancient spells with modern research.

TheWizardis an incredibly potentstriker and blasterclass, capable of doingimmense single-target or AOE damage—though they can easily be built as acontrollerof the battlefield.

Baldur’s Gate 3 - A drow wizard rolls to look for remnants of hag magic on a dwarf

That said, they can alsooffer supportto the party through abjuration spells, orfunction as the party’s facethrough enchantment and illusion. Yup, that’s almost theentire spectrum of roles. They’re justthat versatile.

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Baldur’s Gate 3 - Screenshot of the UI of the Wizard’s “Transcribe to Spellbook” feature

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Baldur’s Gate 3- A Drow Wizard casting True Strike on a hag

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Sorcerer investigates all possible spell scrolls that can be learned in spellbook and highlights Darkness in Baldur’s Gate 3

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Baldur’s Gate 3 - Image is split into two parts - 1. Drow wizard electrocuting the Phase Spider Matriarch and 2. Drow wizard casting Burning Hands

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Baldur’s Gate 3 - Level Up screen of an Abjuration Wizard

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Baldur’s Gate 3 - Level Up screen of an Evocation Wizard

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Drow Sorcerer considers classing into Necromancy Wizard in Baldur’s Gate 3

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Sorcerer Drow considers taking Conjuration as possible class in Baldur’s Gate 3

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When they’re notdispensing destructionagainst your foes in combat, the Wizard’smassive spell list,innatelylarge number of spells known,and unique ability tolearn from Spell Scrollsalso let them providetons of utilityto the party out of battle, in the form ofmobility,illusions,andhazard-mitigation.

TheSchool of Magic(subclass) that you choose for yourWizardwillgreatlyimpact how their spells workand canchange their whole playstyle.

Make sure toread them all carefullybefore you choose.

Of course, dedicating your whole life tostudying the arcanetends to mean alotof skipped leg days. The Wizard class is known for beingnotoriously frail.They share the game’ssmallest hit dice(d6) withSorcerers, and have only asmall handful of featuresto provide them withsurvivability or tankiness.

Wizards also havevery littlein the way ofarmor, tool and weapon proficiencies.This means that the safest place for a Wizard to be is inthe backline,being protectedfrom goblin arrows and gnoll teeth while theyobliterate foes from afar.

Ability Scores

Intelligence

The Wizard’s most important ability score, by far, isIntelligence. It’s yourSpellcasting Ability—meaning that yourSpell Attack RollsandSaving Throw DCs, andPrepared Spellsallscale withIntelligence.

Constitution

And though you already know that you’ll besquishy, it’s still vital that youdon’t dump Constitutionout the window.Constitutionwill affect not only yourmaximum hit points, but also yourConcentration Savesto maintain long-term spells, as well as Saving Throws against battlefield effects like poison. After all, while youshouldn’t be getting hit, you can’talwaysdepend on your Paladin or Barbarian todraw the enemies' irelong enough for you to get a spell off.

Dexterity

Dexterityis alsoimportantto have as a Wizard, since itaffects your AC.Dexterity Saving Throwsare also some of themore common onesseen on the field.

Strength, Wisdom & Charisma

ThoughStrength,Wisdom, andCharismahave less influence onmechanical benefits, they still impactskill checksandcarrying capacity, making themworth considering, depending on the type of character you are trying to build.

Skills Proficiencies

Wizards start out with the standardtwo skill proficiencies,available in skills related toknowledge and magic.

Intelligence and Wisdom

Choose two from the following:Arcana,History,Insight,Investigation,MedicineorReligion

1d6

Starting Equipment

Simple Robe (10 AC + DEX Modifier), Simple Boots, 1x Quarterstaff, 2x Potion of Healing, 1x Scroll of Revivify, 1x Supply Pack

Copying Spells

Though not detailed in the Character Creation screen, Wizards have aunique and remarkable abilityto expand on their Spells Known list bycopying any spells from Spell Scrollsthat they find during their journey.

To do so, go to yourSpellbookand click on theSpellbook icon, which will give you a list of scrolls you can transcribe to your spellbook.

Copying spells costs50GP per spell level. Transcribing spells from yourown School of Magic(your chosen subclass) costshalfas much.

More spellcasting tips and an overview can be found in the spellcasting section below.

Class Features

In this section, we’ll go overeach Wizard class feature,what they mean, and how toeffectively use them.

TheWizard’s base class featuresmay appearmodestin comparison to other classes, but don’t worry. The real magic lies in their vast array ofSubclass features, as the diverseWizard Schools of Magicgreatly shape yourspellcastingandplaystyle.

Range: Self

Replenishes On: Long Rest

Once per day out of combat, replenish expended spell slots, which allow you to cast Spells.

Arcane Recovery isone of the very few base classfeatures(non-subclass) that Wizards get, and it’s easy to see why. With thevast array of spellsthat you get even in the earlier levels, it can be easy to accidentally forget that you have alimited number of spell slotsto cast with.

This feature gives you anexcellent boost of sustainability, letting yourecover all your spell slots once per dayso that you find yourself starting and ending the day’s travels aftera single tough fight.

Savant

Thestandard first subclass featureof all Wizards,the Savantfeature is a straightforward feature thathalves the cost of copying spells that align with your School of Magic.

Though simple, this isa solid boon—especially as gold can go rather fast in the early game when you’re pressed for equipment and items.

Because ofthis feature, it is ironically morecost-efficientnotto choosespells from your chosen subclasswhen you level up since it will becheaper to copy themfrom a Spell Scroll—if you can find one with the spell you want.

Spells

As a Wizard, you are aprepared spellcaster with slotsequivalent to:Level + Intelligence modifier.

You willlearn two spells at each level-up, and you can spend gold to learn even more. Theamount of spells you can know overall begins at six and increases by two for each level of wizardyou have.

Your Spell Attacks and Spell Save DC’s will look as such:

All spells can be regained after a Long Rest or through Arcane Recovery charges.

1 Action

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Deal 1d6 Acid damage in a bubble if target fails a Dexterity Save.

Take half damage from Bludgeoning, Piercing, and Slashing damage for 2 turns.

Deal 1d8 Necrotic damage and prevent the target from healing for one turn. Undead creatures have Disadvantage on Attack Rolls for one turn.

Y

Create lights that illuminate 9m in a radius for 10 turns.

Infuse object with light for 100 turns. If used on a creature, they must succeed a DEX saving throw or be illuminated.

Summon a magical hand that can move, use, or manipulate objects.

Create an illusion that distracts creatures outside of battle. Spell is immune to Silence effects.

Deal 1d12 poison damage in a cone on a failed Constitution save.

Deal 1d8 Cold damage reduce target’s movement by 3m if hit.

Deal 1d8 Lightning damage and prevent target from using Reactions for one turn. Gain Advantage on hit if target is wearing metal armour.

Shoot fire in a cone to deal 3d6 Fire damage or half damage on a successful Dexterity Save.

Gain Advantage on Charisma Checks in dialogue and prevent enemies from attacking you during combat.

Deal 3d8 damage in an element of your choice and turn the surface where you strike into a terrain of that element’s effect.

Make yourself magically appear as another race and/or gender until your next Long Rest.

1 Bonus Action

Gain Dash as a Bonus Action until your next Long Rest.

Create a cloud of fog that blinds enemies and prevents ranged projectiles from entering or leaving.

Create a pool of grease on the ground that can knock enemies Prone and light on fire.

Throw a dagger for 1d10 Piercing that explodes on contact for 2d6 Cold damage to the creature and all enemies within melee range. It creates an ice surface that can knock enemies Prone and is immune to being Silenced.

Increase the target’s AC to 13+Dexterity modifier if they are not wearing armour until their next Long Rest.

Fire 3 projectiles dealing 1d4 + 1 damage each (3d4+3 total) that never miss. These projectiles can be split or sent to one target.

Protection from Evil and Good

Give Disadvantage to aberrations, celestials, elementals, fey, fiends, and undead when attacking. Target protected by this spell cannot be Charmed, Frightened, or possessed by them.

Deal 2d8 Poison damage in a beam, and on a failed Constitution save this spell may poison the target.

1 Reaction

When about to be hit by an attack, you may use your reaction to increase your AC by 5 and take no damage from Magic Missile.

Knock creature Prone with laughter for up to 10 turns if the creature has 5 or more Intelligence and fails a Wisdom save.

Deal 2d8 Thunder damage in a wave and knock creatures and objects backward. On a successful Constitution save, creatures remain put and take half damage.

Deal 1d10 Lightning damage. Each turn, you may cast this again on the struck target for no spell slot while concentrating and so long as this spell is cast each turn.

Lock a door or container that cannot be lockpicked or Knocked.

Blind a creature to give Advantage on attack rolls against it and Disadvantage when it attempts to strike back.

Attackers have Disadvantage on attack rolls against you so long as they rely on sight.

Cause a target to begin attacking the closest creature to them regardless of alliance.

Create a cloud of darkness to blind creatures and prevent ranged attacks in or out.

Creature can see in the dark up to 12m until their next Long Rest.

Enlarge or shrink a creature, affecting its weapon damage, Strength Checks, and Strength Saving Throws.

Deal 2d6 Fire damage with a sphere of fire you can move each turn with Concentration.

Create a gust of wind that clears clouds, pushes creatures back, and may knock creatures Prone.

On a failed Wisdom save, a humanoid of choice is held, unable to move, act, or use reactions. Melee attacks are auto-Criticals.

Turn invisible, inciting Disavantage on attacks made against you and giving Advantage to your own attacks.

Turn your weapon into a magical weapon and receive +1 to Attack and damage rolls until your next Long Rest.

Deal 4d4 Acid on a strike, 2d4 Acid for creatures after the end of their next turn. Even when missing, targets take half damage.

Create 3 copies of yourself that increase your AC by 3, each copy disappearing when an attack against you misses.

On a failed Intelligence save, a creature suffers 1d6 Psychic damage and then 1d6 damage of the latest damage type they suffered.

Decrease a target’s weapon attacks be half damage when they use a weapon with Strength.

Deal 2d6 Fire damage with 3 rays (up to 6d6 Fire damage) that can be split.

You are able to see Invisible creatures and reveal them others.

Deal 3d8 Thunder damage in a circle or half as much on a Constitution save.

Bestow a curse on a target on your choice that gives a) Disdavantage checks, Saving Throws, or attacks, b) additional incoming damage, c) decrease in available actions.

At the end of your turn, you may vanish into the Ethereal Plane where you cannot be harmed or seen. Teleport up to 6m on your next turn.

Cancel an opponent’s spell casting up to level 3 freely, and all upper spells must succeed a check against the spell’s casted level.

Cause a target to become Frightened, unable to move and easier to hit for two turns on a failed Wisdom save.

Put ally into a coma where they becomoe Resistance to all damage except Psychic and gain Immunity to Disease and Poisons.

Deal 8d6 damage in a wide area or half as much on a successful Dexterity Save.

Transform target into a gas cloud that cannot fall, be easily damage, make attacks, cast spells, or speak. It gains Advantage on all physical Saving Throws.

Create glyphs on the ground that, when stepped on by an enemy, trigger and deal damage depending on the type of glyph chosen.

Give a target an extra action, increased movement, and increased AC for up to 10 turns, becoming lethargic (losing a turn) after it ends.

Prevent a creature from attacking, moving, or acting for two turns on a failed Wisdom Save. Immune to effects of Silence.

Attack with a bolt of lightning in a straight line up to 30m, dealing 8d6 Lightning damage on a failed Dexterity Save (or half as much on a success) to all targets within range.

Gain resistance to Acid, Cold, Fire, Lightning, or Thunder damage.

Disrupt Concentration of spellcasters within range, douse fires, and create an ice surface.

Choose up to 6 enemies within range to limit their actions, movement, and AC.

Create a cloud of gas that prevents creatures from taking actions on a failed Constitution save.

Deal 3d6 Necrtoic damage and regain half hitpoints. You may use this for free without a spell slot for up to 10 turns with concentration.

Banish a creature to another plane of existence on a failed Charisma save.

Deal 8d8 Necrotic damage on a failed Constitution save (or half as much on a success), dealing full damage on Plants who have Disadvantage on saving against this.

Cause targets to attack randomly, wander, or skip turns in a confused stupor for up to 3 turns on a failed Wisdom save.

Teleport self and 1 ally within melee range to a place you may see.

Create tentacles in a 6m radius that deal 3d6 Bludgeoning damage to enemies within. This terrain is Difficult Terrain.

Provide resistance to either Fire or Cold damage, and deal 2d8 Fire or Cold damage against melee attacks for free for 10 turns.

Turn target invisible, spell not breaking unless failing a check when attacking or interacting with people or items.

Rain 2d8 Bludgenoning and 4d6 Cold damage down with icy hail within a 6m radius on a failed Dexterity save (or half as much on a success). The ground becomes Icy Terrain.

Enclose target in sphere that reduces movement speed and blocks incoming and outgoing damage for three turns on a failed Dexterity save. Does not work on Huge creatures.

Deal 4d10 Psychic damage on an enemy on its turn on a failed Wisdom save and force target to become still, lowering AC and preventing movement.

Turn a target into a sheep for up to 5 turns on a failed Wisdom save.

Take half damage from all non-magical Bludgeoning, Piercing, and Slashing damage until Long Rest.

Create a wall of fire that deals 5d8 Fire damage on targets that touch or pass through it.

Create cloud of gas that deals 5d8 Poison damage on a failed Constitution save and blinds creatures within. This cloud can be moved once per turn.

Create a cone that deals 8d8 cold damage on enemies and creates Icy Terrain on a failed Constitution save (or half as much damage on a successful one).

Force a humanoid to fight for you on a failed Wisdom save.

Paralyse a creature to prevent movement, action, or reaction for up to 10 turns on a failed Wisdom save. Melee hits are auto-criticals.

Force a celestial, elemental, fey, or fiend to fight as your ally.

Disguise up to 4 members as another race or gender.

Move a creature or object with your mind up to 18m and cast this spell on each turn without the need of a spell slot.

Create two portal points for up to 10 turns that creatures can travel between freely.

Select an enemy. This attack hits this enemy and three other nearby enemies within 18m of each other to deal 10d8 Lightning damage on a Dexterity save.

Create a circle around a creature to deal 8d6 Necrotic damage on it and all nearby creatures on a failed Constitution save (or half as much on a success).

Shoot a ray to deal 10d6+40 Force damage. If the creature hits 0HP, it disintegrates immediately.

Choose an appearance for your eyes to inflict status effects - from dropping weapons to preventing actions - on enemies when they see you and fail a Wisdom Saving Throw.

Restrain a foe by beginning to turn them into stone. If the target fails their Constitution saves for three turns, they turn into stone and are Petrified.

Create a dome that prevents all damage from coming or out of it.

Create a 10d6 Cold damage sphere that you may throw or store for later.

Force a creature to lose its actions and movement. Attackers against them have Advantage on Attack Rolls, and they have Disadvantage on their own Attack Rolls and Dexterity Saving Throws.

Create a beam of light that deals 6d8 Radiant damage and Blinds creatures on a failed Constitution save (half damage on a successful one). You can recast this spell without expending spell slots for up to 10 turns.

Create a wall of ice that deals 10d6 Cold damage to anyone in the way. When broken, the wall deals 10d6 Cold damage to creatures that stand within or attempt to pass through the leftover particles.

Schools Of Magic (Subclass Overview)

As you reach yoursecond level in Wizard, it’s time for you to choose exactly what sort of magic you’d like tospecialize in.

Though thespell listsfor all Wizards staymore-or-less the same, eachSchool of Magicgrants Wizardsdistinctive featuresthatcomplement the rolesthat they’ll be taking on bothin and out of combat.

EachSchool of Magiccorresponds to aSchool of Magic—the classification system forspells,some items, andmagic types.

School Of Abjuration (Subclass)

Abjuration spells summon wards, banish enemies, and nullify magic, suitable for those who wish to defend themselves and others.

If you find yourself drawn toprotective magicthat summonspowerful wards,banishes foes, andnullifies the effects of enemy spells, thenAbjurationis theSchool of Magicfor you.

As anAbjurer, your primary focus is onsafeguarding yourselfand your allies from harm,making you an invaluablesupportanddefenderin any adventuring party.

Throughout your journey, as you master the art of protection, your magic will becomean impenetrable bastionagainst those who seek to harm you and your companions.

Improved Abjuration

When taking a short rest, replenish your Arcane Ward charges an amount equal to your Wizard level.

School Of Evocation (Subclass)

Evocation spells focus elemental energy into powerful attacks and enchantments. Those who specialize in this school are known as Evokers.

TheSchool of Evocationis a formidable domain where practitioners dedicate themselves to mastering thedestructive forces of the elements, wielding the very essence offire, lightning, ice, and other primal forces.

Evocation spellslay waste to foesin a blaze of elemental fury, making Evokers fearsomeranged damage dealers.

Whether you seek to embrace the path of a blazing pyromancer or a tempestuous wielder of lightning, the School of Evocation beckons those who dare tocommand the untamed forces of natureitself.

Sculpt Spells

Allied creatures hit by an Evocation spell of yours will succeed their Saving Throws and take no damage from these spells.

Potent Cantrip

Creatures hit by your cantrips still take half damage on a miss but do not suffer additional effects.

Empowered Evocation

Add your Intelligence modifier to the damage of all Evocation spells.

School Of Necromancy (Subclass)

The School of Necromancy explores the cosmic forces of life, death, and undeath. Learn to manipulate the energy that animates all living things, sap the life force from a creature as your magic destroys its body, and transform that vital energy into magical power you can manipulate.

Necromancers are capable ofsiphoning the life energy of enemiesandturning defeated corpses into unwilling allies. With spells like Animate Dead at their disposal, hordes of enemies will become hordes of servants.

They can alsoturn the defeat of enemies into health, dealNecrotic damage, andsolidify the permanency of their maximum HP pool.Thanks to access to Bone Chill, they’ll alsoprevent the healing of enemieswho might seek to cheat the death you’ve written for them.

Grim Harvest

When you kill a living creature with a spell, regain HP equal to twice the spell slot level used and thrice if it is a Necromancy spell.

Undead Thralls: Better Summons

Add your Wizard level to a summoned undead’s HP and your Proficiency Bonus to their damage.

Inured to Undeath

Become Resistant to Necrotic Damage and Immune to changes in your maximum HP.

School Of Conjuration (Subclass)

Conjurers favor spells that produce objects and creatures out of thin air - from conjuring billowing clouds of killing fog or summoning creatures from elsewhere to fight on their behalf.

The School of Conjuration is a domain that prioritizes thesummoning of effects and creaturesto aid their summoner and their allies in battle. From weather to elemental creatures, Conjurers aremasters at controlling a battlefield.

High-level conjurers can further control the field of battle with theirteleporting abilities, sending themselves across the field or switching places to avoid frontlines, escape ambushes, or send allies ahead without the use of their movement. As a conjurer, you’ll never fear the future tides of battle.

Gain the ability to cast “Create Water.”

Benign Transposition: Teleport

Teleport to a space within 9m or swap positions with an ally within 9m.

You cannot break Concentration on Conjuration spells from taking damage.

School Of Enchantment (Subclass)

Enchanters have honed their ability to magically entrance and beguile other people and monsters. With their abilities, an enchanter could be anything from peacemaker to tyrant and everything between.

The School of Enchantment boastscontrol over the whims of emotions and the mind.They dedicate themselves to spells thatalter the mental states of their enemies, turning foes into friends and friends into enemies.

No horde of enemies is safe from the beguiling magic of the enchanter - not with the ability toturn enemies against themselvesormake entire platoons freeze with fear.

These mind-manipulators are not so different in magical ability than your average illithid, and knowing if you’re able to really trust one is never a thing of certainty.

Hypnotic Gaze

you may incapacitate a creature to prevent it from attacking or acting up to two turns.

Instinctive Charm

Charm an enemy attacking you to attack one of their allies instead as a Reaction.

Split Enchantment

Target up to 2 creatures with Enchantment spells that would normally target one.

School Of Divination (Subclass)

The counsel of a diviner is sought by royalty and commoners alike, for all seek a clearer understanding of the past, present, and future.

With the power of foresight at their disposal, the School of Divination aremasters at reading and changing the threads of fate.

With one of the most useful support abilities in gameplay, they’ll control the tides of battle throughmanipulations of dice rollspre-ordained with their abilities the night before.

Not even things invisibleto the naked eye can escapethe third eye of the diviner. In thedark and in the light, frompast to futureand everything between -nothing is beyond the sight of a skilled diviner.

Choosing to become a diviner will give you insight into the aspects of the future and control over the fates of your teammates and enemies.

Portent

Gain two Portent dice that can change the results of an Attack roll or Saving Throw (for yourself or others near you). These replenish each Long Rest.

Third Eye: Darkvision and See Invisibility

See in the dark up to 24m and gain ability to see invisible creatures.

School Of Illusion

Illusion magic dazzles the senses, befuddles the mind, and tricks even the wisest folk. An illusionist’s magic is subtle, but the illusions crafted by their keen mind make the impossible seem real.

The School of Illusion, indicated enough by name alone, aremasters at controlling the perceptions of enemies through masterful illusions.Where one master illusionist appears to stand, the real illusionist stands somewhere else, far out of sight.

Like the diviner, they’re able tosee through illusions like invisibility.Additionally, their masterful illusions will not only help youescape combat by forcing attacks to miss you, but they’re fantastic atensuring combat never happens in the first place- at least, not when it’s not favorable to you.

When it comes to the illusionist, the world will always be what you make it.

See Invisibility

Become able to see invisible creatures and possibly reveal them to allies.

Illusory Self

Once per short rest, force an attack against you to miss by summoning an illusion of yourself.

School Of Transmutation

The world is not a fixed thing, but eminently mutable, and transmuters delight in being an agent of change. They wield the raw stuff of creation and learn to alter both physical forms and mental qualities.

When it comes to the School of Transmutation, nothing has to be what it has always been. The flow of the world and the objects within it are in a constant state of change, and transmuters are agents of, and catalysts to, the process.

Spells of this class willhelp you explore areas you’d never reachotherwise. you may gain theability to fly,become immune to the laws of gravity, and convince doors to open without a key.

Capable ofdoubling potions,altering their own forms, andgiving magical properties to teammatesvia their own unique creations, few schools of magic delight so in matters of adaptability.

Being a transmuter, you’ll have an answer for every scenario. After all, a transmuter is the master of prior preparation.

Experimental Alchemy

Roll a Medicine Check. On a 15 or higher, brew 2 concoctions when using alchemy instead of one.

Transmuter’s Stone

Create a stone and give it to a party member to hold and gain a choice of:

You can make another with a Long Rest or casting a Level 1 or higher Transmutation spell.

Transform into a Blue Jay and fly.

Wizard Companions

Baldur’s Gate 3 features oneWizardcompanion:Gale, the Wizard of Waterdeep.

Anambitious wizardseeking to win back divine favor that he once lost, Gale is akind-hearted—albeit occasionally pretentious—Wizardwhom you can meetearly on in the game, shortly after the Nautiloid crash.

you’re able to find him by interacting with theRoadside Cliffswaypoint (X:222, Y:327), after which Gale will appear and speak to you. You’ll be able toask him to join you on your travelsafter this conversation.