Baldur’s Gate 3 has 12 classes for you to choose from when you create your character. The Wizard is spellcasters trained in a school of magic revolving around one of eight arcane traditions.
Wizards are scholars at heart. They are students who spend countless hours learning about magic and experimenting their findings. As a student of magic, their primary ability score is Intelligence.
There’s no single best class in Baldur’s Gate 3, and the game gives you as many opportunities for creative problem solving as it does for punching. Finding the best class really just boils down to how you want to play. Even when playing solo, you’ll still manage the rest of your party, so you’ll get to experiment with multiple classes at once.
Read on to find out everything you need to know about the Wizard class in Baldur’s Gate 3, and learn all about the best Wizard subclass, feats, and build.
Is Wizard the best class for you in BG3?
Wizards are the quintessential caster class in Baldur’s Gate 3 (and D&D in general). They are the academics to a Sorcerer’s natural ability or the Warlock’s otherworldly pact. Wizards have the most spell slots, the largest array of spells they can learn, and the most powerful spells of any class. All of that means you’ll have to manage those spells (and spell slots) carefully.
Wizards aren’t the easiest class to play, but they are the most power magic-users. If what you’re looking for is reality-bending, phenomenal cosmic power, Wizards are the best class for it.
Wizard class features
- Hit Dice — 1d6
- Hit Points at 1st level — 6 + your Constitution Modifier
- Hit Points at higher levels — 4 + your Constitution Modifier per wizard level after 1st
Wizards start with three cantrips from the Wizard cantrip list.
Baldur’s Gate 3 Wizard Cantrips
|Acid Splash||Throw a bubble of acid that damages each creature it hits.|
|Blade Ward||Take only half the damage from Bludgeoning, Piercing, and Slashing attacks.|
|Bone Chill||Prevent the target from healing until your next turn. An undead target receives Disadvantage on Attack Rolls.|
|Dancing Lights||Illuminate a 9m radius.|
|Friends||Gain Advantage on Charisma Checks against a non-hostile creature.|
|Light||Infuse an object with an aura of light.|
|Mage Hand||Create a spectral hand that can manipulate and interact with objects.|
|Minor Illusion||Create an illusion that compels nearby creatures to investigate.|
|Poison Spray||Project a puff of noxious gas.|
|Ray of Frost||Reduce the target's movement speed by 3m.|
|Shocking Grasp||The Target cannot use reactions. This spell has Advantage on creatures with metal armor.|
|True Strike||Gain Advantage on your next Attack Roll.|
Wizards start with four spells from the Wizard spell list.
Baldur’s Gate 3 Wizard Spells
|Burning Hands||Each flammable target is hit with 3-18 Fire damage.|
|Charm Person||Charm a humanoid to prevent it from attacking you. You gain Advantage on Charisma Checks in dialogue.|
|Chromatic Orb||Hurl a sphere that deals 3-24 Thunder damage and possibly creates a surface on impact. Alternatively, choose a different type of damage.|
|Color Spray||Blind creatures up to a combined 33 hit points.|
|Disguise Self||Magically change all aspects of your appearance.|
|Expeditious Retreat||Gain Dash immediately and as a bonus action on each of your turns until this spell ends.|
|False Life||Gain 7 temporary hit points.|
|Feather Fall||You and nearby allies gain Immunity to Falling Damage.|
|Find Familiar||Summon a familiar, a fey spirit that takes an animal form of your choosing.|
|Fog Cloud||The cloud Blinds and Heavily Obscures creatures within it.|
|Grease||Cover the ground in grease, slowing creatures within and possibly making them fall Prone.|
|Ice Knife||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.|
|Enhance Leap||Triple a creature's jumping distance.|
|Longstrider||Increase a creature's movement speed by 3m.|
|Mage Armor||Protect a target from attacks: increase its Armor Class to 13 + its Dexterity modifier.|
|Magic Missile||Shoot 3 magical darts, each dealing 2-5 Force damage. They always hit their target.|
|Protection from Evil and Good||Protect an ally against the attacks and powers of abberations, celestials, elementals, fey, fiends, and undead.|
|Ray of Sickness||Possibly Poisons the target.|
|Shield||When you are about to be hit by an enemy, increase your Armor Class by 5. You take no damage from Magic Missile.|
|Sleep||Put creatures into magical slumber. Select targets up to a combined 24 hit points.|
|Tasha's Hideous Laughter||Leave a creature Prone with laughter, without the ability to get up.|
|Thunderwave||Release a wave of thunderous force that pushes away all creatures and objects.|
|Witch Bolt||Link yourself to a target with a bolt of lightning. Deal an additional 1-12 Lightning damage each turn by activating it.|
- Arcane Recovery — Replenish spell slots while out of combat. You cannot restore spell slots above 5th level.
- Gain two level 1 spell slots, which are restored on a Long Rest.
- Weapons — Daggers, Quarterstaffs, Light Crossbows
- Saving Throws — Intelligence and Wisdom
- Skills — Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion
The Wizard has a total of eight subclasses, which are unlocked at level two. When you reach level two, you’ll choose an arcane tradition that revolves around a school of magic.
The School of Abjuration focuses on protection and banishing. Abjurers protect the weak and exorcise evil spirits. If you choose the Abjuration subclass, you’ll gain two subclass features:
- Abjuration Savant — Learning Abjuration spells from scrolls costs half as much, beocming 25 gold pieces per spell level
- Arcane Ward — The residual magic of your spells forms a ward around you that protects you from harm
The School of Conjuration focuses on creating objects and creatures from nothing, as well as spells of transportation. Conjurers will gain one subclass feature and one action:
- Conjuration Savant — Learning Conjuration spells from scrolls costs half as much, becoming 25 gold pieces per spell level
- Minor Conjuration: Create Water — Call forth rain. It extinguishes exposed flames and forms a water surface.
The School of Divination uses magic to clearly see the past, present, and future, while also being able to sculpt time itself. Diviners gain two subclass features:
- Divination Savant — Learning Divination spells from scrolls costs half as much, becoming 25 gold pieces per spell level.
- Portent — Your dreams grant you glimpses that let you influence the future. After a Long Rest, you’ll gain two Portent Dice that can be used to change the die of any Attack Roll or Saving Throw.
The School of Enchantment revolves around bending the will of those around you through charms and alterations. Enchanters gain one subclass feature and one action:
- Enchantment Savant — Learning Enchantment spells from scrolls costs half as much, becoming 25 gold pieces per spell level.
- Hypnotic Gaze — Charm and Incapacitate a creature. It cannot attack you. It cannot act.
The School of Evocation utilizes elemental energy to create powerful attacks. Evokers gain two subclass features:
- Evocation Savant — Learning Evocation spells from scrolls costs half as much, becoming 25 gold pieces per spell level.
- Scult Spells — Create pockets of safety within your Evocation spells. Allies automatically succeed their Saving Throws against these spells and take no damage from them.
The School of Illusion uses trickery to make your wildest dreams seem like a reality. Illusionists gain one subclass feature and one cantrip:
- Illusion Savant — Learning Illusion spells from scrolls costs half as much, becoming 25 gold pieces per spell level.
- Improved Minor Illusion — You can cast Minor Illusion as a bonus action.
The School of Necromancy controls life, death, and undeath. Necromancers can manipulate life energy to seemingly bring back the dead. If you choose to enter the school of Necromancy, you’ll gain two subclass features:
- Necromancy Savant — Learning Necromancy spells from scrolls costs half as much, becoming 25 gold pieces per spell level.
- Grim Harvest — Once per turn, if you kill a creature with a spell, you regain hit points equal to twice the spell slot level used - thrice if it’s a Necromancy spell. Undead and constructs are unaffected.
The School of Transmutation can change the world around you as you know it. Not only can Transmuters transform physical objects, but they can also alter mental qualities. Transmuters will gain two subclass features:
- Transmutation Savant — Learning Transmutation spells from scrolls costs half as much, becoming 25 gold pieces per spell level.
- Experimental Alchemy — You can brew two alchemical solutions instead of one when combining extracts, if you succeed a difficulty class 15 Medicine Check.
Best Wizard subclass and build in BG3
Baldur’s Gate 3 races don’t really have any direct impact on your class, but certain races and subraces come with features that play well with certain classes like extra movement or proficiency with certain weapons. For Wizards, it’s best to focus on armor proficiencies (since you get none from your class) and racial cantrips (to save on your known spells and your spell slots):
- All three Tiefling subraces get a cantrip.
- High Elves, High Half-Elves, Drow, and Drow Half-Elves all get a cantrip of your choice. Half-Elves also get light armor and shield proficiency
- Shield Dwarves get Dwarven Armor Training that gets you proficiency with light and medium armor
- Humans’ Civil Militia gets you proficiency with light armor and shields
- Githyanki not only get light and medium armor proficiency (along with some good weapons), they also get to cast an invisible version of the Mage Hand cantrip
When you’re creating and leveling up your Wizard, Intelligence (for spellcasting) is your most important stat. Your second most important stat kind of depends on how you play outside of combat, but Constitution is also a good option for the hit points — like Sorcerers and Warlocks, Wizards don’t have great HP. Make Intelligence your highest stat and Constitution your second highest.
You’ll pick your Wizard subclass — your school of magic — at level 3. It’s an intimidating choice with eight schools to choose from. The school you choose, though, doesn’t lock you out of other schools’ spells. Really, it just determines the cost of scribing spells from scrolls. For maximum damage output, go with Evocation (or Necromancy if you’re feeling saucy).
Best Wizard feats in BG3
Every four levels, you’ll get the option to either increase your stats or choose a Feat. Feats are special talents that add features to your character. If you’re happy with your stats and start taking Feats, Wizards can benefit from:
- Durable. Your Constitution increases by 1, to a maximum of 20. You regain full hit points each time you take a Short Rest.
- Elemental Adept. Your spells ignore Resistance to a damage typ eof your choice. When you cast spells of that type, you cannot roll a 1.
- Spell Sniper. You learn a cantrip, and the number you need to roll a Critical Hit while attacking is reduced by 1. This effect can stack.
- War Caster. You gain Advantage on Saving Throws to maintain Concentration on a spell. You can also use a reaction to cast Shocking Grasp at a target moving out of melee range.
For more information on the classes in Baldur’s Gate 3, consult our overviews on the Barbarian, Bard, Cleric, Druid, Fighter, Monk, Paladin, Ranger, Rogue, Sorcerer, and Warlock classes. If you’re stumped by the choice, consult our guide on what class to start with.