The most ancient desires of magic were to transmute one substance into another. In 168澳洲幸运5开奖网:Baldur's Gate 3, this form of magic is known as transmutation, and wizards of the School of Transmutatꦇion specialize in turning mundane items into useful alchemical products.

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Fans of Dungeons & Dragons might recognize the Transmutation wizard as heavily influenced by the Alchemist, a sub-class in the tabletop game that specializes in brewing useful potions. Students of the School of Transmutation are very similar, offering support to their party with both magical spells and more mundane concoctions that neverthel🤡ess provide a substantial benefit. If you want t꧒o learn how to support your squad with potions galore, the School of Transmutation is the course for you.
School Of Transmutation Wizard Overview
Hit Points Per Level |
4 plus Constitution modifier |
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Saving Throw Proficiencies |
Intelligence, Wisdom |
Weapon Proficiencies |
Daggers, Quarterstaves, Light Crossbows |
Armor Proficiencies |
None |
Skill Proficiencies (Choose Two) |
Arca💃na, History, Investig🎶ation, Insight, Medicine, Religion |
Spellcasting Ability |
Intelligence |
While potion brewing is the major selling point to becoming a School of Transmutation wizard, it's important to remember that you're still a frail spellcaster with few hit points. Potion distribution should generally be performed out of combat when it's safe, and focus on casting spells while in combat.
Throwing healing potions is a great way to double or even triple their healing capacity as they can he🅷al multiple party members at once. Just group up ♒the party members in need of healing and carefully throw the potion at their feet so the healing affects everyone.
Your defining feature is Experimental Alchemy, which allows you to potentially brew two potions for the price of one by succeeding on a DC 15 Medicine check. As such, you need to choose Medicine as one of your skill proficiencies.
There are a lot of extremely useful potions on Baldur's Gate 3, and best of all, drinking one is just a bonus action. This can en🅘sure your party can heal themselves using only their bonus action, or activate a powerful buff such as Invisibility, Haste, or Enlarge.
Your level six and 10 abilities are less useful overall. Transmuter's Stone can provide a beneficial resistance to a key party member pri𝔍or to a boss battle, but more often than not, you'll just use it to provide proficiency in Constitution saving throws so you can maintain your concentration on spells.
Shapechanger at level 10 just lets you turn into a bird and fly. It doesn't c𒊎ost any spell slots or💜 materials, so it can be useful for exploring the map, but not much else. Stick to potion brewing to feel impactful.
Starting Ability Scores
Strength |
Dexterity |
Constitution |
Intelligence |
Wisdom |
Charisma |
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8(-1) |
14(+2) |
16(+3) |
16(+3) |
10(0) |
10(0) |
Intelligence is your primary spellcasting attribute and your most important ability score. Starting with 16 gives you a +3 modifi✱er to e𒀰nsure your spells land.
Constitution is your next most important attr🌼ibute. You're a frail wizard in need of hit points, which 16 Constitution provides. It also helps your concentration saving throws when you inevitably get hit with an arrow while trying to cast Confusion.
Dexterity is in third place, and as such, is at 14. This is mostly to improve your armor class. Although you'll be decent with a bow, youꦜr cantrips should be your primary method of damage dealing without using a spell slot.
Wisdom and Charisma at 10 are just to help your skill checks and mental saving throws. Strength at eight is the bare minimum for makiওng a few early game jumps, but feel free to learn Enh🀅ance Leap to make jumping a little easier.
Leveling The Build And Spell Choices
Wizard Levels |
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Spells |
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Level 1 |
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Level 2 |
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Level 3 |
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Level 4 |
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Level 5 |
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Level 6 |
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Level 7 |
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Level 8 |
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Level 9 |
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Level 10 |
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Level 11 |
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Level 12 |
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Besides picking spells, your only choices are what feats or ability scores to improve at levels four, eight, and 12. Improve your Intelligence by two at levels four and eight, and pick Warcaster at level 12 to improve your cha😼nces of maintaining 🐭concentration on certain spells.
Transmutation wizards are able to transcribe transmutation spells for half the price, so focus on taking the highest-level non-transmutation spells with each level up. This will saꩲve you gold in the long run, and transmutation spell scrolls are fairly easy to find.
You start at level one as a regular old wizard. Fire Bolt is your bread-and-butter damage cantrip, Mage Hand can help complete some side quests, and Friends helps pass conversation checks. Your level one spells are an assortment of damage, crowd control, and defensive spells, including Tasha's Hideous Laughter, Chromatic Orb, Magic Missile, Grease, Shield, and the all-important Mage Armor (unless you're a human 🔥or half-elf and wearing armor, in whic🦂h case you can choose something else).
Grease works great with Fire Bolt to become both crowd control and area damage.
Also, Keep an eye out for Enhance Leap, Feather Fall, and Longstrider. These level-one 🌜transmutation spells are r🍃ituals that can be cast for free outside of combat.
At level two, Ice Knife provides more damage options, and Sleep provides a non-violent way of ending fights when necessary. Level three brings Cloud of Daggers for shutting down areas of limited space, and Scorching Ray, which is an excellent d𝐆amage spཧell for dealing with anything that doesn't resist fire.
Level four brings utility in Misty Step and Invisibility. Misty Step lets you teleport short distances as a bonus action, and Invisibility is a great combat buff in addition to trivializing most stealth checks. Shocking Grasp provides a melee cantrip for when enemies manage to close in on you. Fireball at level five is your big bang, and Counterspell shuts down opposing mages at the cost of a 🐈third-level spell slot and your reaction.
Haste is just such an important and powerful spell that we're going to ignore the fact it's a transmutation spell and thus cheaper to learn via scrolls. Grab it at level six alongside Glyph of Warding,🌌 which pr🥀ovides another source of various damage types similar to Chromatic Orb, but over a much wider area.
At level seven, Greater Invisibility provides all the benefits of Invisibility but for your entire party, and Conjure Minor Elemental helps vastly improves your damage per turn. Level eight brings Dimension Door and another damage-over-time spell in Phantasmal Killer that also comes with a potent debuff effect.
Conjure Elemental at level nine replaces the Minor Elemental, and Cone of Cold provides another AoE spell with a different damage type to fire. Level 10 brings Hold Monster and Dominate Person, two spells that can totally disable enemies, and Minor Illusion as a somewhat useful ca๊ntrip.
Finally, level 11 brings Disintegrate and Chain Lighting, two of the best damage-dealing spells in the game, and level 12 brings Otto's Irresistable Dance and Globe of Invulnerability. Don't sleep on the Globe as it can allow a party full of ranged-attack character to decimate an enemy force without taking any dam🐼age.
As you can basically learn every spell (given enough time and money), feel free to learn a different spell than the ones suggested above if you've already learned it from a scroll.
Potions To Craft
Baldur's Gate 3 has an extensive alchemy system that only gets better when you're a Transmutation wizard. Just remember to boost your Medicine skill before brewing to increase your odds of making two potions.
As for what potions to focus on, here are some of the more useful potions to always have on hand.
Healing Potions |
These are obviously the most important potions to have in stock. Healing potions restore hit points, and yo🍰u'll want to brew the largest type you can (Supreme, Su🥀perior, or Greater) |
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Elixirs of Damange Resistance |
Extremely helpful for certain areas, elixirs of this type cut the dam⛦age you receive fr꧃om a particular non-physical damage type in half. Take these at the beginning of the fight. |
Potion of Speed |
You'll eventually be able to cast Haste yourself, but why not have your fighter cast Haste on themselves using their bonus action? |
Potion of Gaseous Form |
You'd be surprised how many tiny openings you can fit through as a gaseous cloud. Save your rogue from using a lockpick, or go through gap♔s that can't b꧂e traversed normally. |
Potion of Flying |
This becomes useless for yourself at level 10, but your friends could still use a pick-me-up. |
Elixir of Arcane Cultivation |
Give yourself more spell slots with these potions. Helps keep y🅘ou from having to long rest like a narcoleptic mag𓄧ician. |
Elixir of Guileful Movement |
Give these elixirs to your fighter/paladin/barbarian to keep them from being paralyzed or restrained. |
Elixir of Cloud Giant Strength |
Give these elixirs to your melee fighters to give them 27 Strength—a huge damage and attack boost. |
Elixir of Viciousness |
This elixir just reduces the number required for critical hits by one, but it's a huge benefit for certain builds that focus on landing crits an𝓰d is one of the bi꧙g reasons to be a Transmutation wizard. |
There are numerous other potions and elixirs available, so be sure to craft one of everything. You never know when it might come in handy.

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Best Races For A School Of Transmutation Wizard
Several races provide beneficial bonuses to a School of Divination 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. |
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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. Make it Medicine if you haven't already taken it elsewhere. |
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 b♚uffs even if you never fire a shot with 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 weapon proficien🃏cies aren't partic🅰ularly 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, super 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 Super 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, b🔴ut you've already got a better cantrip in Fire Bolt and Hellish Rebuke is competin💞g 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 that useful𓃲 given you🌳r 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 Transmutation Wizard
Your early game isn't going to be too exciting from an equipment standpoint. Melf's First Staff in the Underdark will give you +1 to spell attack and spell save DC, while your armor class is improved with Bracers of Defense and Ring of Protection (provided you steal the druid's idol for Mol).
Silver Pendant will help with your early skill checks as well as your Medicine rolls for crafting potions. Be sure to cast Guidance on yourself before brewing potions to maximize your odds of success.
Robe of Summer is a nice damage resistance, while Boots of Speed provides plenty of movement to get you out of trouble before learning Misty Step. Ring of Color Spray and Circlet of Blasting are two nice spellᩚᩚᩚᩚᩚᩚᩚᩚᩚ𒀱ᩚᩚᩚs that won't require a spell slot.
If you're a half-elf wizard as recommended, you'll be able to equip Bow of Awareness for +1 to your i🐠nitiative rolls, but keep using your cantr🐭ips for damage.
If you're either a half-elf or human, you can forego the Robes of Summer for Padded or Leather Armor, replace the Bracers of Defence with Gloves of Missile Snaring, and throw on the Safeguard Shield for an additional +2 to your armor class and +1 to all saving t💮hrows.

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Late Game Equipment Build For School Of Transmutation Wizard
Once you reach Act 3, you'll start collecting the Weave set of items to really kick your spellcasting into overdrive. Hood, Cloak, and Robe of the Weave all iꦏncrease your spell attack and spell save DC rolls, while Cloak and Robe of the Weave also provide🎀 useful defensive benefits like armor class and a free Absorb Elements (a spell that wizards aren't normally able to cast).
Not having a consistent bonus action can be frustrating, but that's alleviated somewhat with the help of Quickspell Gloves, which let you cast a cantrip as a bonus action once per short rest. Helldusk Boots also pro✱vides a free teleport bonus action, allowing you to retire Misty Step.
Spellcrux Amulet and Markoheshkir both effectively let you cast a spell for free while Shifting Corpus Ring provides two useful spells that also won't use a spell slot. Ring of Protection stays on since you'll need all the✃ defensive buffs you cꦺan get.
If you're a half-elf or elf character, equip Darkfire Shortbow for fire and cold resistance as well as a free Haste spell. Just don't fire it as you'll do far less damage than you would with a can൲trip.
Human and half-elf characters can also equip Viconia’s Walking Fortress or Ketheric's Shield to further improve their defenses.

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