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★ All Updates for Patch 5
☆ Beginner Guides for All Starter Players
★ Simple Character Creation Guide for beginners
☆ A Full Guide to Multiclassing
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☆ All Races and Subraces
The Wizard is one of the 12 available main classes in Baldur's Gate 3 (BG3). Check out our guide for an overview of the Wizard class, including its related subclasses, class features, best races to use, and best builds.
List of Contents
Class Overview | |
---|---|
Wizard Wizards master the arcane by specializing in individual schools of magic, combining ancient spells and modern research. |
|
Hit Die | d6 |
Primary Ability | Intelligence |
Saving Throw Proficiencies | Intelligence and Wisdom |
Class Features | |
・Level 1 Spell Slots Unlocked ・Dagger Proficiency ・Quarterstaff Proficiency ・Light Crossbow Profiency ・Access to the Arcane Recovery Class Action |
The Wizard is an Intelligence-scaling spellcaster class that can learn and use spells from the different schools of magic in Faerun. Armed with knowledge borne from years of rigorous study, Wizards can learn new spells by simply transcribing the different Magic Scrolls they collect while out exploring.
In battle, Wizards are fearsome foes. Wielding a vast arsenal of spells far superior to their spellcasting contemporaries, Wizards can bring both versatility and firepower when included in your adventuring party.
As a Wizard, your character can choose 2 out of the 6 skills below to be Proficient in. When you are Proficient with a skill, you get a bonus to any Checks tied to that skill. Proficiency bonuses increase as you gain levels for your chosen class.
Available Skills (Pick 2 of the 6) | ||
---|---|---|
Arcana (Intelligence) |
History (Intelligence) |
Insight (Wisdom) |
Investigation (Intelligence) |
Medicine (Wisdom) |
Religion (Intelligence) |
Once your Wizard reaches Level 2, you will be asked to choose a Subclass in the form of an Arcane Tradition. In Baldur's Gate 3, the Wizard will have 8 Subclasses to choose from. Pick between the schools of Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation.
Subclass | Subclass Description |
---|---|
Evocation | Evocation spells focus elemental energy into powerful attacks and enchantments. Those who specialize in this school are known as Evokers. Subclass Features: ・Grants Evocation Savant Passive ・Grants Sculpt Spells Passive |
Abjuration | Abjuration Spells summon wards, banish enemies, and nullify magic. Suitable for those who wish to defend themselves and others. Subclass Features: ・Grants Abjuration Savant Passive ・Grants Arcane Ward Passive |
Conjuration | Compelled by shape and motion, your favoured arcane style involves summoning creatures and objects, as well as displacing them in space. Subclass Features: ・Grants the Conjuration Savant Passive ・Unlocks the Minor Conjuration: Create Water Spell |
Divination | You peer through time itself and can sculpt the future, like temporal clay, into a more favourable form. Subclass Features: ・Grants the Divination Savant Passive ・Grants access to Portent Dice |
Enchantment | Your magic influences, beguiles, and bends the will and conviction of those around you. Subclass Features: ・Grants the Enchantment Savant Passive ・Grants access to the Hypnotic Gaze Spell |
Necromancy | You walk through the valley of the shadow of death, and make lots of friends there. Subclass Features: ・Grants the Necromancy Savant Passive ・Grants the Grim Harvest Passive |
Illusion | You specialise in unravelling and restitching the fabric of reality to fool the unwary, the gullible, and the monstrous. Subclass Features: ・Grants the Illusion Savant Passive ・Grants access to the Improved Minor Illusion Spell |
Transmutation | Your innate fascination with the structure of things has granted you an incredible power over crude matter and its manipulation. Subclass Features: ・Grants the Transmutation Savant Passive ・Grants the Elemental Alchemy Passive |
Bard Features | |
---|---|
Spellcasting | Arcane Recovery |
Spellbook | Arcane Traditions |
▼ Level Progression and Features Chart ▼ |
Naturally, your Wizard is a spellcaster, gaining access to 2 Level 1 Spell Slots once you create them. At Level 1, you can prepare 4 Level 1 Spells from the Wizard spell list as well as 3 Wizard Cantrips of your choice.
Your spellcasting ability as a Wizard will be Intelligence. It will dictate everything related to your spellcasting from spells saves down to how much damage you deal with your magic. When playing this class, make sure to prioritize this ability to improve your spells.
As mentioned earlier, Wizards prepare their spells before going into combat (just like Clerics). This means that you can always edit your current spell list at any time during your playthrough, provided that you are not in combat (no resting necessary).
As your Wizard levels up, the number (and level) of your spell slots and known cantrips also increase. Once your Wizard hits Level 11, they will gain access to the much more powerful, Level 6 spells in the Wizard spell list.
Lvl | Cantrips Known | Spell Slots Per Level | |||||
---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | 5th | 6th | ||
1 | 3 | 2 | ー | ー | ー | ー | ー |
2 | 3 | 3 | ー | ー | ー | ー | ー |
3 | 3 | 4 | 2 | ー | ー | ー | ー |
4 | 4 | 4 | 3 | ー | ー | ー | ー |
5 | 4 | 4 | 3 | 2 | ー | ー | ー |
6 | 4 | 4 | 3 | 3 | ー | ー | ー |
7 | 4 | 4 | 3 | 3 | 1 | ー | ー |
8 | 4 | 4 | 3 | 3 | 2 | ー | ー |
9 | 4 | 4 | 3 | 3 | 3 | 1 | ー |
10 | 5 | 4 | 3 | 3 | 3 | 2 | ー |
11 | 5 | 4 | 3 | 3 | 3 | 2 | 1 |
12 | 5 | 4 | 3 | 3 | 3 | 2 | 1 |
At Level 1, Wizards will have access to a class action called Arcane Recovery. This feature gives them an edge over other spellcasters as this system can be used to replenish expended Spell Slots at the cost of an Arcane Recovery Charge.
In order to use this feature, your Wizard must first be outside of combat. Once safe, you can use up an Arcane Recovery Charge to replenish one of your spent spell slots. The required number of charges will vary depending on the level of the spell slot being replenished as shown below.
Spell Slot Level | Req. Arcane Recovery Charges |
---|---|
Level 1 | 1 Charge |
Level 2 | 2 Charges |
Level 3 | 3 Charges |
Stay tuned as we update this table with more Arcane Recovery Charge costs for levels 4 to 6 spells when BG3 launches!
Unlike other spellcasting classes that also prepare their spells, the Wizard only has a limited number of known spells. In order to expand their known spell list, they can transcribe magic scrolls into their spellbook, allowing them to “know” the spell without having to pick it up in the level up screen.
To transcribe and add a magic scroll to your Wizard's known spell list, the conditions below will need to be met. After that, it's as easy as spending Gold to have your Wizard learn a new spell.
Once a spell is learned, it will appear in your Spellbook. This allows you to add them to your prepared spell list when you decide to switch out your loadout while adventuring along the Sword Coast.
At Level 2, your Wizard will gain access to their subclass in the form of the 8 different Arcane Traditions in the world of Faerun. By subscribing to one of the 8 different magic schools, your Wizard will gain access to different types of spells ranging from raising the dead to creating life-like illusions.
In Baldur's Gate 3, you will be able to choose one of the following 8 schools to specialize in: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation.
Lvl | Features Unlocked | Proficiency Bonus |
---|---|---|
1 |
Spellcasting Arcane Recovery |
+2 |
2 |
Subclass (Arcane Tradition) ・Abjuration ・Conjuration ・Divination ・Enchantment ・Evocation ・Illusion ・Necromancy ・Transmutation |
+2 |
3 | No New Unlocks | +2 |
4 | Ability Score Improvement or a Feat of your choice. | +2 |
5 | No New Unlocks | +3 |
6 | Subclass (Arcane Tradition) Feature Unlock | +3 |
7 | No New Unlocks | +3 |
8 | Ability Score Improvement or a Feat of your choice. | +3 |
9 | No New Unlocks | +4 |
10 | Subclass (Arcane Tradition) Feature Unlock | +4 |
11 | No New Unlocks | +4 |
12 | Ability Score Improvement or a Feat of your choice. | +4 |
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
8 | 14 | 15(+1) | 17(+2) | 10 | 10 |
Intelligence will be your primary ability as a Wizard. Make sure this is your highest ability score as it affects how strong your spells are.
Constitution gets the next big investment at 15 since it affects your HP. This ability also improves your Concentration Saving Throws.
Dexterity gets 14 for the +2 AC bonus. Since High Half-Elves get to equip Light Armor, the AC bonus from DEX will work wonders for your survivability.
Wisdom and Charisma both enjoy a flat 10 so that Skill Checks related to them will have no penalties.
Strength is your dump stat for the Wizard. It serves no purpose since most of your damage will come from spells and cantrips.
By level 5, you will notice that a lot of the Wizard's heavy-hitting AoE spells (i.e., the spells that you regularly use) come from the School of Evocation. To maximize your damage as a Wizard without jeopardizing the safety of your party members (via the Sculpt Spells passive), pick the Evocation School as your subclass.
The High Half-Elf is the best race to pick when playing as a Wizard. Not only do they get a free Cantrip from the Wizard list, they also gain Light Armor proficiency, Darkvision, and Fey Ancestry from the Half Elf racial traits.
High Half-Elf Subrace Guide and Info
Class Guide: All Classes and Subclasses
All Class Guides | |||
---|---|---|---|
Barbarian | Bard | Cleric | Druid |
Fighter | Monk | Paladin | Ranger |
Rogue | Sorcerer | Warlock | Wizard |
Wizard Class Guide: Best Builds and Subclasses
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