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To master the Weave is to control the fabric of the world itself, and no class does it better than the Wizard in 168澳洲幸运5开奖网:Baldur'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 sti🌃cky webs, and summoning creatures to carry out their every command.

168澳洲幸运5开奖网: Baldur's Gate 3: Guide To Companions
Don't travel alon༒e. Here's 🦹how companions work in Baldur's Gate 3 and who you should take along your journey.
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 the♚mselves wielding unparalleled power with some of the best spells of the game at their disposal.
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.
The Wizard is an incredibly potent 168澳洲幸运5开奖网:striker and blaster class, capable of doing immense single-target or AOE damage—though they can easily be built as a controller of the battlefield.
That said, they can also offer support to the party through abjuration spells, or function as the party's face through enchantment and illusion. Yup, that's almost the entire spectrum of roles. They're just that versatile.
Wizard Level |
Proficiency Bonus |
Arcane Recovery Charges |
Cantrips Known |
Spells Known |
Spells Prepared |
Spell Slots per Spell Level |
Features |
||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1st |
2nd |
3rd |
4th |
5th |
6th |
||||||||
1 |
+2 |
1 |
3 |
6 |
1 + INT Mod |
2 |
- |
- |
- |
- |
- |
|
|
2 |
+2 |
1 |
3 |
8 |
2 + INT Mod |
3 |
- |
- |
- |
- |
- |
|
|
3 |
+2 |
2 |
3 |
10 |
3 + INT Mod |
4 |
2 |
- |
- |
- |
- |
- |
|
4 |
+2 |
2 |
4 |
12 |
4 + INT Mod |
4 |
3 |
- |
- |
- |
- |
|
|
5 |
+3 |
3 |
4 |
14 |
5 + INT Mod |
4 |
3 |
2 |
- |
- |
- |
|
|
6 |
+3 |
3 |
4 |
16 |
6 + INT mod |
4 |
3 |
3 |
- |
- |
- |
|
|
7 |
+3 |
4 |
4 |
18 |
7 + INT mod |
4 |
3 |
3 |
1 |
- |
- |
- |
|
8 |
+3 |
4 |
4 |
20 |
8 + INT mod |
4 |
3 |
3 |
2 |
- |
- |
|
|
9 |
+4 |
5 |
5 |
22 |
9 + INT mod |
4 |
3 |
3 |
3 |
1 |
- |
- |
|
10 |
+4 |
5 |
5 |
24 |
10 + INT mod |
4 |
3 |
3 |
3 |
2 |
- |
|
|
11 |
+4 |
6 |
6 |
26 |
11 + INT mod |
4 |
3 |
3 |
3 |
2 |
1 |
- |
|
12 |
+4 |
6 |
6 |
28 |
12 + INT mod |
4 |
3 |
3 |
3 |
2 |
1 |
|
When they're not dispensing destruction against your foes in combat, the Wizard's massive spell list, innately large number of spells known, and unique ability to learn from Spell Scrolls also let them provide tons of utility to the party out of battle, in the form of mobility, illusions, and hazard-mitigation.
The School of Magic (subclass) that you choose for your Wizard will greatly impact how their spells work and can change their whole playstyle.
Make sure to read them all carefully before you choose.
Of course, dedicating your whole life to studying the arcane tends to mean a lot of skipped leg days. The Wizard class is known for being notoriously frail. They share the game's smallest hit dice (d6) with Sorcerers, and have only a small handful of features to provide them with survivability or tankiness.
Wizards also have very little in the way of armor, tool and weapon proficiencies. This means that the safest place for a Wizard to be is in the backline, being protected from goblin arrows and gnoll teeth while they obliterate foes from afar.
Starting Out As A Wizard
Ability Scores
Intelligence |
The Wizard's most important ability score, by far, is Intelligence. It's your Spellcasting Ability—meaning that your Spell Attack Rolls and Saving Throw DCs, and Prepared Spells all scale with Intelligence. |
---|---|
Constitution |
And though you already know that you'll be squishy, it's still vital that you don't dump Constitution out the window. Constitution will affect not only your maximum hit points, but also your Concentration Saves to maintain long-term spells, as well as Saving Throws against battlefield effects like poison. After all, while you shouldn't be getting hit, you can't always depend on your Paladin or Barbarian to draw the enemies' ire long enough for you to get a spell off. |
Dexterity |
Dexterity is also important to have as a Wizard, since it affects your AC. Dexterity Saving Throws are also some of the more common ones seen on the field. |
Strength, Wisdom & Charisma |
Though Strength, Wisdom, and Charisma have less influence on mechanical benefits, they still impact skill checks and carrying capacity, making them worth considering, depending on 🐷the type of ch𝓀aracter you are trying to build. |
Skills Proficiencies
Wizards start out with the standard two skill proficiencies, available in skills related to knowledge and magic.
Saving Throw Proficiencies |
Intelligence and Wisdom |
---|---|
Skill Proficiencies |
Choose two from the following: Arcana, History, Insight, Investigation, Medicine or Religion |
Equipment Proficiencies |
Dagger, Quarterstaff, Light Crossbow |
Hit Dice |
1d6 |
Starting Equipment |
Sim✃ple 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 a unique and remarkable ability to expand on their Spells Known list by copying any spells from Spell Scrolls that they find during their journey.
To do so, go to your Spellbook and click on the Spellbook icon,꧂ which will give you a li🥂st of scrolls you can transcribe to your spellbook.
Copying spells costs 50GP per spell level. Transcribing spells from your own School of Magic (your chosen subclass) costs half as much.
More spellcasting tips a꧟nd an overview can be found in the spellcasting section below.
Class Features
In this section, we'll go over each Wizard class feature, what they mean, and how to effectively use them.
The Wizard's base class features may appear modest in comparison to other classes, but don't worry. The real magic lies in their vast array of Subclass features, as the diverse Wizard Schools of Magic greatly shape your spellcasting and playstyle.
Arcane Recovery (Level 1)
Arcane Recovery |
||
---|---|---|
Casting Time: 1 Action |
Range: Self |
Replenishes On: Long Rest |
O🦋nce per day out of combat, replenish expe🐲nded spell slots, which allow you to cast Spells. |
Arcane Recovery is one of the very few base class features (non-subclass) that Wizards get, and it's easy to see why. With the vast array of spells that you get even in the earlier levels, it can be easy to accidentally forget that you have a limited number of spell slots to cast with.
This feature gives you an excellent boost of sustainability, letting you recover all your spell slots once per day so that you find yourself starting and ending the day's travels after a single tough fight.
Subclass Savant (Level 2)
Savant |
||
---|---|---|
|
The standard first subclass feature of all Wizards, the Savant feature is a straightforward feature that halves the cost of copying spells that align with your School of Magic.
Though simple, this is a solid boon—especially as gold can go rather fast in the early game when you're pressed for equipment a♎nd items.
Because of this feature, it is ironically more cost-efficient not to choose spells from your chosen subclass when you level up since it will be cheaper to copy them ꩲfrom a Spell Scro♍ll—if you can find one with the spell you want.

Baldur's Gate 3: All Proficiencies And How To Get Them
Here's how to get ea🉐ch type of proficiency in Baldur's Gate 3.
Spells
As a Wizard, you are a prepared spellcaster with slots equivalent to: Level + Intelligence modifier.
You will learn two spells at each level-up, and you can spend gold to learn even more. The amount of spells you can know overall begins at six and increases by two for each level of wizard you have.
Your Spell Attacks and Spell Save DC's will look a♏s such:
- Spell Save DC: 8 + Proficiency Bonus + Intelligence modifier
- Spell Attack Bonus: Proficiency Bonus + Intelligence modifier
All spells can be regained after a Long Res🅺t or through Arcane Recovery charges.
Full Wizard Spell List
Schools Of Magic (Subclass Overview)
As you reach your second level in Wizard, it's time for you to choose exactly what sort of magic you'd like to specialize in.
Though the spell lists for all Wizards stay more-or-less the same, each School of Magic grants Wizards distinctive features that complement the roles that they'll be taking on both in and out of combat.
Each School of Magic corresponds to a 168澳洲幸运5开奖网:School of Magic—the classification system for spells, some items, and magic types.
School of Magic |
Overview |
Combat Role |
Other Focuses |
---|---|---|---|
Abjuration |
|
Support, Defender |
Protection, Mitigation |
Evocation |
|
Striker, Blaster |
Elemental Damage |
Conjuration |
|
Controller, Defender |
Utility, Summons, Mobility |
Divination* |
|
Controller |
Utility, Knowledge |
Enchantment |
|
Controller |
Utility, Face (Social Situations) |
Necromancy |
|
Striker, Defender |
Summons, Healing (Self) |
Illusion |
|
Controller |
Utility, Face (Social Situations) |
Transmutation |
|
Controller |
Utility |
School Of Abjuration (Subclass)
Abjuration spelꦍls summon wards, banish enemies, and nullify magic, suitable for those who wish to defend themselves and others.
If you find yourself drawn to protective magic that summons powerful wards, banishes foes, and nullifies the effects of enemy spells, then Abjuration is the School of Magic for you.
As an Abjurer, your primary focus is on safeguarding yourself and your allies from harm, making you an invaluable support and defender in any adventuring party.
Throughout your journey, as you master the art of protection, your magic will become an impenetrable bastion against those who seek to harm you and your cꦏompanions.
Feat Level |
Feat |
Effect(s) |
---|---|---|
2 |
Arcane Ward |
|
6 |
Projected Ward |
Use your reaction to project your w🎀ard on an ally. |
10 |
Improved Abjuration |
When taking a short rest, replenish yo✅ur Arcane Ward charges an amount equal to your 🧸Wizard level. |
School Of Evocation (Subclass)
Evocation spells focus elemental energy into powerful attacks a�🎀�nd enchantments. Those who specialize in this school are known as Evokers.
The School of Evocation is a formidable domain where practitioners dedicate themselves to mastering the destructive forces of the elements, wielding the very essence of fire, lightning, ice, and other primal forces.
Evocation spells lay waste to foes in a blaze of elemental fury, making Evokers fearsome ranged 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 to command the untamed forces of nature itself.
Feat Level |
Feat |
Effect(s) |
---|---|---|
2 |
Sculpt Spells |
Allied creatures hit by an Evocation spell of yours will succeed their Saving Throws and take no damage from the𒊎se spells. |
6 |
Potent Cantrip |
Creatures hit by your canꦕtrips still take half♕ damage on a miss but do not suffer additional effects. |
10 |
Empowered Evocation |
Add your Intelligence modifier to th൲e 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 of siphoning the life energy of enemies and turning defeated corpses into unwilling allies. With spells like Animate Dead at their disposal, hordes of e♌nemies will become hordes of servants.
They can also turn the defeat of enemies into health, deal Necrotic damage, and solidify the permanency of their maximum HP pool. Thanks to access to Bone Chill, they'll also prevent the healing of enemies who might seek to cheat the death you've written for ღ🐎them.
Feat Level |
Feat |
Effect(s) |
---|---|---|
2 |
Grim Harvest |
When y🅷ou kill a liꦉving creature with a spell, regain HP equal to twice the spell slot level used and thrice if it is a Necromancy spell. |
6 |
Undead Thralls: Additional Undead |
When you use "Animate Dead," you raise an 𓆉additional undead. |
6 |
Undead Thralls: Better Summons |
Add yoꦰur Wizard level to a summoned undead's HP and your Proficiency Bonus to their d💯amage. |
10 |
Inured to Undeath |
Become Resistant to Necrotic Damage and Immune to changes in♓ your ma🍎ximum 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 the summoning of effects and creatures to aid their summoner and their allies in battle. From weather to elemental creatures, Conjurers are masters at controlling a battlefield.
High-level conjurers can further control the field of battle with their teleporting abilities, sen🦩ding 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 futꦇure tides of battle.
Feat Level |
Feat |
Effect(s) |
---|---|---|
2 |
Minor Conjuration: Create Water |
Gain the ability to cast "Create Water." |
6 |
Benign Transposition: Teleport |
Teleport to a space within 9m or swap po🍬sitions with an ally within 9m. |
10 |
Focused Conjuration |
You cannot break Concentration on🎶 Conjuration spells from t𓃲aking 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 boasts control over the whims of emotions and the mind. They dedicate themselves to spells that alter 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 to turn enemies against themselves or make entire platoons freeze with fear.
Thes🌄e mind-manipulators are not so different in 💮magical ability than your average illithid, and knowing if you can really trust one is never a thing of certainty.
Feat Level |
Feat |
Effect(s) |
---|---|---|
2 |
Hypnotic Gaze |
You can incapacitate a creature to prevent it from attꦿacking or acting up to two turns. |
6 |
Instinctive Charm |
Charm an enemy attackingꦦ you to attack one of their allies instead as a Reaction. |
10 |
Split Enchantment |
🔜Target up to 2 creatures with Enchantment spells that would nor🧸mally 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 are masters 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 through manipulations of dice rolls pre-ordaineꦰd with their🍃 abilities the night before.
Not even things invisible to the naked eye can escape the third eye of the diviner. In the dark and in the light, from past to future and 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 fat🧸es of your teammates and enemies.
Feat Level |
Feat |
Effect(s) |
---|---|---|
2 |
Portent |
Gain two Portent dice that can chaღnge the results of a✤n Attack roll or Saving Throw (for yourself or others near you). These replenish each Long Rest. |
6 |
Expert Divination |
|
10 |
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, are masters at controlling the perceptions of enemies through masterful illusions. Where one master illusionist appears to stand, the rea𝕴l illusionist stands s💝omewhere else, far out of sight.
Like the diviner, they're able to see through illusions like invisibility. Additionally, their masterful illusions will not only help you escape combat by forcing attacks to miss you, but they're fantastic at ensuring combat never happens in the first place - at least, not when it's not favorable to you.
When it comes t🐼o the illusionist, the world will always be what you make🌱 it.
Feat Level |
Feat |
Effect(s) |
---|---|---|
2 |
Improved Minor Illusion |
Gain ability to cast Minor Illusion as a Bonus🥀 Action. |
6 |
See Invisibility |
Become abl✃e to see invisible cr𓆏eatures and possibly reveal them to allies. |
10 |
Illusory Self |
Once per short rest, force an attack against you to miss b🦂y summoning an illusion o🦂f 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, n🤪othing 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 will help you explore areas you'd never reach otherwise. You can gain the ability to fly, become immune to♓ the laws of gravity, and convince doors to open without a key.
Capable of doubling potions, altering their own forms, and giving magical properties to teammates via their own unique creations, few schools of magic delight so in matters of ada꧑ptability.
Being a transmuter, you'll have an answer for every scenario. After all, a transmut๊er is the master of prior preparation.
Feat Level |
Feat |
Effect(s) |
---|---|---|
2 |
Experimental Alchemy |
Roll a Medicine Check. On a 15 or higher, brew 2 concoctions when using alch🃏emy instead of one. |
6 |
Transmuter's Stone |
Create a stone and give it to a party membe🎃r to hold and gain a choice of:
You can make another with a Long Rest or casting a Level 1 or higher Tran🐻smutation spell. |
10 |
Shapechanger |
Transform into a Blue Jay and fly. |
Wizard Companions
Baldur's Gate 3 features one Wizard companion: Gale, the Wizard of Waterdeep.
An ambitious wizard seeking to win back divine favor that he once lost, Gale is a kind-hearted—albeit occasionally pretentious—Wizard whom you can meet early on in the game, shortly after the Nautiloid crash.
You can find him by interacting with the Roadside Cliffs waypoint (X:222, Y:327), after which Gale will appear and speak to you. You'll be able to ask him to join you on your travels after this conversation.