Magic is an incredible force in 168澳洲幸运5开奖网:Baldur’s Gate 3, and no classﷺ exemplifies this pursuit more than wizards of the School of Conjuration. To create something from the Weave requires knowledge, skill, and dedication, and it will require those same traits to get the most out of this quirky wizar💮d subclass.

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You don't have the same power as an Evocation wizard, and neither do you have an undead army like a Necromancer. Instead, youꦗ can conjure water without spending a spell slot and never w🌃orry about losing concentration on your conjured spells. It’s not a lot, but with some clever setup, it’s more than enough.

School Of Conjuration Wizard Overview

Baldur's Gate 3 Conjuration Wizard

Hit Points Per Level

4 plus Constitution modifier

Saving Throw Proficiencies

Intelligence, Wisdom

Weapon Proficiencies

Daggers, Quarterstaves, Light Crossbows

Armor Proficiencies

None

Skill Proficiencies (Choose Two)

Arcana, History, Investigation, Insigh🍨t, Medicine, Religion

Spellcasting Ability

Intelligence

In D&D, wizards of the School of Conjuration can create more resilient summons and conjure mundane objects at will. Things are a little different in Baldur's Gate 3. Instead of being able to conjure anything, your Minor Conjuration ability just allows you to Create Water once per short rest. And your summoned minions are no more ꩲresilient than the minions summoned by any other wizard.

However, there are a lot of really powerful Conjuration spells that you'll be able to learn at half cost, and your Benign Transposition ability allows you to teleport up to 30 feet. You also can't lose concentration on Conjuration spells after reaching level 10, although most summons in this game aren't concentratio𒀰n-based, so this ability is less useful than it initially appears.

There's one other thing relevant with your ability to Create Water. Wet creatures are vulnerable to lightning and cold damage, improving spells and cantrips that inflict these damage types. Additionally, a target that has already had the "chilled" status that then becomes wet will instead become frozen, preventing them from taking a turn and making them vulnerable to bludgꦰeoning, thunder, and force damage.

This build will focus on getting the most out of your Create Water by focusing your spells towards taking advantage of the wet condition. You'll also summon creatures to help out in combat and take advantage of a few concentr♎ation🐬-based Conjuration spells.

Starting Ability Scores

Baldur's Gate 3 Conjuration Wizard Stats

Strength

Dexterity

Constitution

Intelligence

Wisdom

Charisma

8(-1)

14(+2)

16(+3)

16(+3)

10(0)

10(0)

You're a wizard, so Intelligence is by far your most important ability score. You'll want to bring this to 20 as soon a♔s possible, and sta🍰rting at 16 gets you most of the way there.

Constitution is your next most important ability score. You'll need as many hit points as you c♛an get given how few you start wit꧒h. Another 16 here gives you a decent hit point buffer.

Dexterity is at 14 to give you some armor class that you can further augment with Mag𓃲e Armor. You'll be decent with a bow, but you'll generally be better at meting out ranged damage using your cantrips.

Wisdom, Charisma, and Strength can largely be ignored. Strength is set to 8 to provide a minimum required jumping distance for a few early-game areas, Wisdom and Chജarisma are lef❀t at 10 to avoid negative saving throw modifiers.

Leveling The Build And Spell Choices

Baldur's Gate 3 Conjuration Wizard Spells

Wizard Levels

Level

Class Features

Spells

Level 1

  • Arcane Recovery
  • +3 Cantrips
  • +6 Spells
  • +2 First-Level Spell Slots
  • Ray of Frost (Cantrip)
  • Shocking Grasp (Cantrip)
  • Friends (Cantrip)
  • Tasha's Hideous Laughter (Level 1)
  • Shield (Level 1)
  • Chromatic Orb (Level 1)
  • Ice Knife (Level 1)
  • Magic Missile (Level 1)
  • Mage Armor (Level 1)

Level 2

  • Choose Subclass
    • School of Conjuration
    • Subclass Feature: Create Water
  • +2 Spells
  • +1 First-Level Spell Slot
  • Grease (Level 1)
  • Find Familiar (Level 1)

Level 3

  • +1 Arcane Recovery Charge
  • +2 Spells
  • +1 First-Level Spell Slot
  • +2 Second-Level Spell Slots
  • Cloud of Daggers (Level 2)
  • Scorching Ray (Level 2)

Level 4

  • Ability Score Improvement or Feat
    • Choose +2 Intelligence
  • +1 Cantrip
  • +2 Spells
  • +1 Second-Level Spell Slot
  • Mage Hand (Cantrip)
  • Misty Step (Level 2)
  • Invisibility (Level 2)

Level 5

  • +1 Arcane Recovery Charge
  • +2 Spells
  • +2 Third-Level Spell Slots
  • Lightning Bolt (Level 3)
  • Counterspell (Level 3)

Level 6

  • Subclass Feature: Benign Transposition
  • +2 Spells
  • +1 Third-Level Spell Slots
  • Haste (Level 3)
  • Glyph of Warding (Level 3)

Level 7

  • +1 Arcane Recovery Charge
  • +2 Spells
  • +1 Fourth-Level Spell Slot
  • Conjure Minor Elemental (Level 4)
  • Greater Invisibility (Level 4)

Level 8

  • Ability Score Improvement or Feat
    • Choose +2 Intelligence
  • +2 Spells
  • +1 Fourth-Level Spell Slot
  • Dimension Door (Level 4)
  • Ice Storm (Level 4)

Level 9

  • +1 Arcane Recovery Charge
  • +2 Spells
  • +1 Fifth-Level Spell Slot
  • Conjure Elemental (Level 5)
  • Cloudkill (Level 5)

Level 10

  • Subclass Feature: Focused Conjuration
  • +1 Cantrip
  • +2 Spells
  • +1 Fifth-Level Spell Slot
  • Minor Illusion (Cantrip)
  • Hold Monster (Level 5)
  • Cone of Cold (Level 5)

Level 11

  • +1 Arcane Recovery Charge
  • +2 Spells
  • +1 Sixth-Level Spell Slot
  • Disintegrate (Level 6)
  • Chain Lightning (Level 6)

Level 12

  • Ability Score Improvement or Feat
    • Choose Feat: Elemental Adept (Lightning)
  • +2 Spells
  • Otto's Irresistible Dance (Level 6)
  • Wall of Ice (Level 6)

Conjuration wizards are able to transcribe conjuration spells for half the price, so focus on taking the highest-level non-conjuration spells with each level up. This 🧜will save you gold in the long run, and conjuration spell scrolls are fairly easy to find.

Your first-level spells and cantrips are all in preparation for your enrollment in the School of Conjuration. Ray of Frost and Shocking Grasp will deal double damage to wet creatures, as will Ice Knife and certain flavors of Chromatic Orb. Friends is just a great cantrip to have (although you may want to avoid using it on higher difficulties), while Mage Armor and Shield are your go-to defensive spells. Magic Missile and Tasha's Hideous Laughter are just great spells, regardless of your level.

Grease at level two provides a bit more crowd control and the ability to turn a fiery Chromatic Orb into a conflagration. Find Familiar is your only ritual💃 conjuration spell to use with Benign Transposition later on. Plus, you can have a fluffy friend, and who doesn't want one of those?

At level three, Cloud of Daggers is excellent and Scorching Ray might not be cold of lightning damage, but it's just so efficient at blasting a single target that no wizard should go without it. Mage Hand at level four provides another useful cantrip, while Misty Step and Invisibility provide yet more utility.

Lightning Bolt at level five will be your splashy damage spell that should always be the follow-up to a Create Water. Counterspell provides a use for your reaction. Haste at level six is a must-have buff, and Glyph of Warding provides a wide AoE attacﷺk which can deal your choi🌃ce of damage type.

Baldur's Gate 3 Conjuration Wizard Casting Cloud of Daggers

Conjure Minor Elemental at level four provides your first minion, and Greater Invisibility can get the team through some sticky situations. Dimension Door provides yet more mobility, and Ice Storm is a great spell to cast on ♌fr🐭ozen targets for the bludgeoning damage.

Level nine brings Conjure Elemental, which can be upcast for an even more impressive Myrmidon later. Cloudkill provides a conjuration spell that can't be interrupted thanks to your Focused Conjuration ability. At level 10, Minor Illusion is a fun trick to have in your pocket, while Hold Monster can trivialize some encounters. Cone of Cold does wide-area cold damage.

Finally, level 11 brings Disintegrate and Chain Lightning to deal exceptional damage to frozen or wet targets, while Wall of Ice can deal extra damage to chilled targets. Otto's Irresistible Dance doesn't༺ have a saving throw until the turn after it's cast, making it an incredible debuff that no wizard should ignoreඣ.

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Best Races For A School Of Conjuration Wizard

Baldur's Gate 3 Conjuration Wizard and the Gang

Several races provide beneficial bonuses to a School of Conjuration wizard. Below we have the potential races ranked best to worst.

Half-Elf

All the benefits of human and elf in one place. You get the light armor and shield proficiency of being part human, and either the skills or magic or being an elf depending on your particular flavor. High elf or drow provide the most benefits here with an additional cantrip.

Human

Humans are next best to half-elves. Light armor and shield proficiency, 25 percent more carrying capacity (handy when you're a frail wizard), and a skill proficiency of your choice.

Elf

Go high elf and you get a free cantrip. Go wood elf and you get faster movement and Stealth proficiency. Both have Darkvision, Perception proficiency, advantage against being charmed, and immunity to sleep. You also get shortbow proficiency, which♏ can provide some useful buffs even if you never fire a shot wi♔th them.

Drow

Drow provides several spells, including Faerie Fire, Dancing Lights, and Darkness. You also have the same charm and sleep advantages as regular elves, Perception proficiency, and super Darkvision. The weapoꦓn proficiencies aren't particularly helpful.

Dwarf

You've got a few options here. Shield dwarf offers light and medium armor, gold dwarf offers more hit points, but the best is probably Duergar for advantage against illusions, charm, and paralysis effects, Superior Darkvision, and both the Enlarge and Invisibility spells.

Githyanki

Githyanki offers both light and medium armor, Astral Knowledge for whatever skill you need at the time, and all of Mage Hand, Enhance Leap, and Misty Step. Not bad overall.

Gnome

Forest gnome offers Speak with Animals, although you can get that from alchemy. Rock Gnome offers History Expertise, and Deep Gnome offers Superior Darkvision and advantage on Stealth rolls. All three have advantage on Intelligence, Wisdom, and Charisma saving throws, which can be very helpful.

Halfling

Halfling Luck helps avoid critical failures, but it's not a guarantee of success. Bravery provides advantage against being Frightened, and then you have your choice of advantage on Stealth rolls or against being poisoned. Both are fine.

Tiefling

Tiefling offers fire resistance, Darkvision, and a few spells, although those spells aren't the best for a wizard. Asmodeus offers Produce Flame, Hellish Rebuke, and Darkness, bu𒁏t you've already got a be♏tter cantrip in Fire Bolt and Hellish Rebuke is competing with Shield.

Half-Orc

Savage Attacks only works with melee weapons, which you won't be using. Relentless Endurance is nice, but ideally, you're staying out of direct combat. Darkvision is fine, but Intimidation proficiency isn't all t𝔉hat us♕eful given your lack of Charisma.

Dragonborn

You get one elemental damage resistance and a breath weapon, which is generally worse than your spells. Don't pick Dragonborn unless you're looking for a challenge.

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Early Game Equipment Build For School Of Conjuration Wizard

Baldur's Gate 3 Conjuration Wizard Combat

Helmet

Cloak


Gain three temporary hit points 🐼f🍌or each Lightning Charge you have.

None


N/A

Armor

Amulet


+1 to spell save🐓 DC. Gain +1 to AC and all saving throws so long as you have Lightning Charges.


Adღd your spellcasting modifier to the damage dealt by cantrips that deal acid, cold, fire, lightning, or thunder damage.

Gloves

Ring #1


Successful unarmed at𓃲tacks gain two Lightning Chﷺarges. When imbued with Lightning Charges, attacks against metal constructs or enemies wearing metal armor have advantage.


Gain lighting resistance. You can't be electro📖cuteﷺd.

Boots

Ring #2


Standing in water el𝓀ectrifies it. If you staꦜrt your turn on an electrified surface, gain three Lightning Charges.


If the wearer bears the Absolute's Brand, all thunder damage deals an additional +1 damage. Cast Thunderwave 💦at level one once per short rest.

Main-Hand Melee Weapon

Off-Hand Melee Weapon


1d6 + 1 bludgeoning damage + 1d4 cold damage. Add +1 to all cold damage dealt🍃. Cold damage has a chaꦍnce to inflict chilled condition. Cast Ray of Frost as a cantrip.

(if proficient)


+2 AC, +1 to all saving throws.

Main-Hand Ranged Weapon

Off-Hand Ranged Weapon

(if proficient)


1d6 + 1 pier🔥cing, light weapon, +1 to initiative rolls.

None


N/A

Your early game build will attempt to buff your cold and lightning damage with the help of 168澳洲幸运5开奖网:Lightning Charges and 168澳洲幸运5开奖网:Mourning Frost. Lightning Charges add lightning to your spell damage, which will be doubled when the opponent is wet. The only way of charging Lightning Charges is with The Watersparkers, so try to stand in puddles.

You can use the Spellsparkler quarterstaff before you find Mourning Frost to make it easier to generate Lightning Charges.

The Lifebringer, Sparkle Hands, and Protecty Sparkswall all provide benefits for having Lightning Charges, while The Sparkswall makes it so you don't electrocute yourself.

Ring of Absolute Force adds a bit more thunder damage and lets you cast Thunderwave without using a spell slot, while Necklace of Elemental Augmentation boosts your cold and lighting cantrips. Safeguard Shield (for those who go human or half-elf) provides some necessary AC and +1 to all saving throws, and Bow of Awareness (if you went elf) gives +1 to initiative rolls.

Mourning Frost adds to your cold damage and will be your main conduit for infli﷽cting the chilled condition. You also get to cast Ray of Frost as a cantrip, so feel free to swap your previously learned Ray of Frost for another cantrip while wielding Mourning Frost.

To get the frozen condition, your opponent must be chilled first and then become wet. So remember to deal cold damage♓ wi🔥th a spell before casting Create Water for Mourning Frost to freeze targets.

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Late Game Equipment Build For School Of Conjuration Wizard

Baldur's Gate 3 Conjuration Wizard Casting Misty Step

Later in the game, you'll find powerful gear that will make you want to retire the Lightning Charges and Mourning Frost. Hood of the Weave, Cloak of the Weave, and Robe of the Weave combine to provide +4 to spell save DC and spell attack rolls, practically ensuring your spells land every time. If you went human or half-elf, Ketheric's Shield bumps that up to +5.

Quickspell Gloves give you a reliable bonus action on the first round of combat, and Helldusk Boots giv𝔍e you yet another te💎leportation trick while also preventing you from being forcibly moved.

Spellcrux Amulet provides a spell slot of any level once per long rest, and Shifting Corpus Ring provides both a free Invisibility and Blur. You'll actually keep Ring of Absolute Force as it adds✃ to whatever thunder damage you deal, but feel free to replace it🍌 with whatever you prefer.

Markoheshkir provides yet more spell attack and spell save DC, but the real draw here is Kereska's Favour. This spell can be cast in a number of different elements, including a cold version that allows you to cast Ice S🅠torm or Cone of Cold while also influcting the "encrusted with frost" condition that can eventually freeze enemies. Its lightning version also brings back Lightning Charges and additional lightning damage.

Darkfire Shortbow is only there for fire resistance, cold resi▨stance, and free Haste. If you're not proficient in shortbows (which you likely aren't), just leave your ranged slot empty to save weight.

Combat at higher levels will often start with Create Water to get your target wet, then a Ray of Frost thanks 🐲to Quickspell Gloves. On your second turn, blast the target with Chain Lightning or Cone of Cold.

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