5 Best Wizard Builds for Baldur’s Gate 3

Baldur's Gate 3 Wizard
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In the vast and perilous realm of Baldur’s Gate 3, the wizard emerges as a formidable force, capable of unleashing arcane energies that can both illuminate and incinerate. To forge the ultimate wizard, meticulous planning and thoughtful execution are paramount. This definitive guide will delve into the intricacies of creating a wizard build that will strike fear into the hearts of your adversaries and leave an indelible mark on the realms of Faerûn.

Firstly, consider the subclass that will define your wizard’s path. The Evocation Wizard commands raw power, hurling fireballs and lightning bolts with devastating precision. The Illusion Wizard, on the other hand, weaves illusions that deceive and confound, disrupting the enemy’s tactics and creating opportunities for your allies. Meanwhile, the Conjuration Wizard summons creatures from the depths of the Abyss, bolstering your ranks and overwhelming your foes with sheer numbers.

The selection of spells is a critical aspect of any wizard’s arsenal. Consider the diverse range of spells available, from the offensive might of Lightning Bolt to the defensive sanctuary of Shield. Each spell serves a specific purpose, and a well-balanced selection is essential for adaptability in various combat situations. Furthermore, consider the utility of spells such as Mage Hand and Identify, which provide invaluable assistance outside of combat, allowing you to explore the world and uncover hidden secrets.

The Arcane Sorcerer: A Spellcasting Powerhouse

The Arcane Sorcerer embodies the raw power of arcane magic. Their innate talent allows them to cast spells with devastating force, making them formidable allies or dangerous foes. As a Sorcerer, you have access to a vast array of spells from the Sorcerer spell list. You can wield elemental forces, manipulate minds, and unleash otherworldly energies to reshape the battlefield. Your spells are fueled by your innate magical energy, represented by the Sorcerer’s signature Metamagic system. By spending Metamagic points, you can empower your spells, altering their effects, ranges, or even durations. With Metamagic, you have the flexibility to adapt your spells to any situation, turning them into game-changing tools.

Subclass Options

As a Sorcerer, you have the option to choose from various subclasses, each offering unique abilities and playstyles. These subclasses include:

  • Draconic Bloodline: Harness the power of a draconic ancestor, granting you resistance to one damage type, additional hit points, and the ability to cast a limited number of spells for free each day.
  • Wild Magic: Embrace the unpredictable nature of wild magic, gaining access to random additional effects when you cast spells. These effects can be beneficial, detrimental, or a combination of both.
  • Divine Soul: Channel the divine power of a celestial or infernal patron, granting you access to healing and support spells, as well as the ability to cast spells without expending Metamagic points.
Subclass Unique Abilities
Draconic Bloodline Resistance to damage, free spells
Wild Magic Random spell effects
Divine Soul Healing, support spells, spellcasting without Metamagic points

The Divination Wizard: Master of Fortune

The Divination Wizard harnesses the power of the cosmos to foresee the future and guide their allies. With their mystical abilities, they can alter the flow of fate, grant boons to their companions, and confound their enemies.

Portent: A Glimpse into Destiny

The Divination Wizard’s signature ability, Portent, allows them to glimpse into the tapestry of time. Before each long rest, they roll two d20s and record the results. These numbers represent the potential dice rolls that the wizard can use to replace the results of any d20 roll made by themselves or their allies.

This ability grants the Divination Wizard unparalleled flexibility in combat and out-of-combat situations. They can manipulate their own spell attacks, ability checks, or saving throws to ensure success. They can also bestow the benefits of Portent upon their allies, granting them an edge in critical encounters or empowering them to overcome seemingly impossible challenges.

Portent is a versatile ability that empowers the Divination Wizard to shape the course of events and become a vital asset to any adventuring party.

Portent
– Grants the ability to glimpse into the future and record two d20 rolls.
– Allows the wizard to replace any d20 roll with one of the recorded numbers.
– Can be used to manipulate spell attacks, ability checks, or saving throws.
– Empowers the wizard to influence the outcomes of events and provide support to allies.

The Evocation Wizard: Elemental Might

Evocation wizards are masters of elemental magic, capable of unleashing powerful spells to devastate their foes. They wield the raw power of fire, cold, lightning, and thunder, making them deadly adversaries in any encounter.

Elemental Overload

Elemental Overload is a defining feature of the Evocation wizard that enhances their offensive spellcasting abilities. When an evocation wizard casts a spell that deals elemental damage, it has a chance to trigger Elemental Overload. This grants them a bonus to their spell attack rolls and damage rolls for a limited time, increasing their potency.

The table below summarizes the benefits of Elemental Overload:

Level Bonus to Attack and Damage Rolls
6 +1
10 +2
14 +3
18 +4

Elemental Overload adds a substantial boost to the wizard’s offensive capabilities, making their elemental spells even more devastating.

The Illusion Wizard: Master of Deception

The Illusion Wizard is a versatile and deceptive spellcaster who specializes in manipulating the minds of their enemies. Their spells can create illusions, control the battlefield, and even alter reality itself.

Illusion Spells

The Illusion Wizard’s arsenal of illusions includes spells like Blur, Mirror Image, and Silent Image. These spells can create duplicates of the wizard, confuse enemies, and even make them attack each other.

One of the most versatile illusion spells is Magic Missile. This spell deals damage directly to a target, and can be used to bypass obstacles or hit multiple enemies at once.

The following table provides an overview of some of the most useful illusion spells:

Spell Effect
Blur Makes the wizard difficult to hit by creating a blurry image around them.
Mirror Image Creates multiple duplicates of the wizard, making it difficult for enemies to target the real one.
Silent Image Creates an illusion of an object or creature, which can be used to distract enemies or create cover.
Magic Missile Deals damage directly to a target, bypassing obstacles and armor.

The Illusion Wizard is a powerful and versatile spellcaster who can control the battlefield and dominate their enemies with their illusions.

The Conjuration Wizard: Summoning Supremacy

Conjuration Wizards excel at summoning extraplanar beings to aid them in combat, granting them an unprecedented level of control over the battlefield.

Summoning Spells

Conjuration Wizards have access to a vast array of summoning spells, each capable of bringing forth a unique creature to their side. These creatures, known as conjured beings, possess distinct abilities and can be customized to suit the wizard’s needs.

Concentration and Summoning

Unlike other casting classes, Conjuration Wizards can maintain concentration on two summoning spells simultaneously, allowing them to have multiple creatures fighting alongside them. This ability significantly increases their battlefield presence and damage potential.

Summoning Specialization

At level 6, Conjuration Wizards can choose a summoning specialization, further enhancing their ability to summon and control certain types of creatures. The two specializations are:

School Benefits
Elementals Summoned elementals gain additional damage and resistances against their respective damage types. Additionally, the wizard can summon elementals without components.
Fey Summoned fey gain increased movement speed and advantage on Charisma saving throws. The wizard can also summon fey creatures one level higher than normal.

Dimensional Door

At level 10, Conjuration Wizards gain access to the powerful spell Dimensional Door, which allows them to teleport themselves and a willing creature to any location they can see. This spell provides unparalleled mobility and can be used to quickly reposition on the battlefield, escape danger, or infiltrate enemy lines.

The Enchantment Wizard: Control the Minds of Foes

The Enchantment Wizard is a master of mind magic, capable of charming, dominating, and manipulating their foes. Their spells disrupt the enemy’s concentration, sow chaos, and turn them against each other. Here are some key features of the Enchantment Wizard:

Spellcasting

The Enchantment Wizard gains access to a wide range of enchantment spells, including:

  • Charm Person: Charms a single target, making them friendly towards you.
  • Dominate Person: Completely dominates a single target, allowing you to control their actions.
  • Phantasmal Force: Creates an illusion that deals damage or imposes penalties on a target.

Hypnotic Gaze

At 2nd level, the Enchantment Wizard gains the Hypnotic Gaze ability. As an action, they can target a creature within 30 feet, which must make a Wisdom saving throw. On a failed save, the target is charmed for 1 minute. The charm ends early if the Enchantment Wizard attacks the target or forces them to harm themselves.

Split Enchantment

At 6th level, the Enchantment Wizard gains the Split Enchantment ability. When they cast an enchantment spell with a target of “one creature,” they can instead choose to target two creatures, as long as they are within 15 feet of each other. Both targets must make saving throws, and the spell takes effect only on those who fail.

Spell Effects
Charm Person Target becomes friendly and helpful.
Dominate Person Target obeys your commands, but can resist.
Phantasmal Force Target takes damage or suffers penalties from an illusion.

Grand Illusion

At 10th level, the Enchantment Wizard gains the Grand Illusion ability. When they cast an illusion spell, they can cast it as an action instead of a bonus action. Additionally, the duration of the spell is increased to 10 minutes.

The Abjuration Wizard: Warding and Protection

The Abjuration Wizard specializes in defensive magic, focusing on warding off harm and protecting themselves and their allies. Their spells excel at creating barriers, dispelling negative effects, and bolstering their defenses.

One of their key abilities is **Mage Armor**, which grants them enhanced protection against physical attacks. The **Shield** spell further enhances their defenses by creating a magical barrier that absorbs damage.

Counterspell

The Abjuration Wizard’s **Counterspell** ability is a powerful tool against enemy spellcasters. It allows them to dispel a spell being cast by an opponent, effectively negating its effects.

Absorb Elements

**Absorb Elements** is a versatile defensive spell that reduces the damage dealt by an incoming elemental attack. It absorbs the energy of the attack, protecting the Wizard from its destructive power.

Arcane Ward

The **Arcane Ward** spell grants the Wizard a temporary shield of magical energy that absorbs incoming damage. When the shield is depleted, it recharges over time, providing continuous protection.

Banishment

**Banishment** is a powerful control spell that sends an extraplanar creature back to its home plane. This can be a valuable tool for dealing with dangerous enemies or disrupting enemy spellcasters.

Dispel Magic

**Dispel Magic** is a versatile utility spell that removes magical effects from creatures, objects, or areas. It can be used to dispel enemy buffs, remove curses, or even counter powerful magical traps.

Shield of Faith

**Shield of Faith** is a potent protective spell that grants an ally increased AC. This can be essential for protecting vulnerable party members or bolstering the defenses of a tank.

The Abjuration Wizard’s focus on warding and protection makes them an invaluable asset in any party. Their versatile spells provide a wide range of defensive options, ensuring the safety and survival of themselves and their companions.

The Necromancy Wizard: Harbinger of the Undead

Necromancy wizards, masters of manipulating life and death, command the undead with ease. They can summon skeletal warriors, raise flesh golem minions, and even drain the life force of their enemies.

Subclass Features

  • Grim Harvest: Necromancy wizards gain temporary hit points whenever they kill an enemy with a necromancy spell.
  • Undead Thralls: Starting at 6th level, necromancy wizards can create undead thralls from the corpses of their enemies.
  • Animate Dead: At 10th level, necromancy wizards gain the ability to animate up to four dead bodies at once.
  • Reaper: At 14th level, necromancy wizards become even more potent in battle, dealing extra damage to undead creatures.

Spellcasting

Necromancy wizards have access to a wide variety of spells, including:

  • Animate Dead
  • Cone of Cold
  • Create Undead
  • Finger of Death
  • Vampiric Touch

Equipment

Necromancy wizards typically wear dark robes and carry staves or wands. They often collect macabre objects, such as skulls and bones, to enhance their spells.

Roleplaying

Necromancy wizards are often seen as outsiders, feared for their ability to control the dead. However, they can also be powerful allies in the fight against evil. Their knowledge of necromancy can be used to heal the sick, raise the dead, and protect the innocent.

Building a Necromancy Wizard

To build a successful necromancy wizard, consider the following:

  • Race: Elves and half-elves make great necromancy wizards due to their intelligence and proficiency in necromancy spells.
  • Background: The hermit background provides proficiency in the Religion skill, which is useful for necromancy wizards who want to learn more about the undead.
  • Feats: The Ritual Caster feat allows necromancy wizards to cast necromancy spells from other classes, expanding their spellcasting options.

Sample Build

The following is a sample build for a necromancy wizard:

Level Stats Skills Cantrips Spells
1 INT +2, DEX +1, CON +1 Arcana, History, Religion Chill Touch, Ray of Frost Mage Hand, Minor Illusion
2 INT +1 Magic Missile, Burning Hands
3 INT +2 Animate Dead, Create Undead
4 DEX +1 Ray of Sickness, Vampiric Touch
5 INT +3 Cone of Cold, Finger of Death

The Graviturgy Wizard: Master of Gravity

The Graviturgy Wizard is a specialized school of magic that grants the wielder control over the forces of gravity. These wizards can manipulate objects, creatures, and even themselves with incredible precision.

Gravity Well

Gravity Well is a cantrip that creates a small area of intense gravity that pulls creatures towards its center. This can be used to restrain enemies, pull them into melee range, or even drop them from a height.

Jump

Jump is a 1st-level spell that allows the wizard to increase the jumping distance of a creature. This can be used to reach high places, cross gaps, or escape danger.

Levitate

Levitate is a 2nd-level spell that allows the wizard to lift a creature or object into the air. This can be used for transportation, exploration, or combat.

Control Water

Control Water is a 2nd-level spell that allows the wizard to manipulate water within a certain area. This can be used for attack, defense, or utility purposes.

Create Bonfire

Create Bonfire is a 2nd-level spell that allows the wizard to create a bonfire that deals fire damage to creatures within its area. This can be used for combat or illumination purposes.

Earth Tremor

Earth Tremor is a 3rd-level spell that causes the ground to tremble within a certain area, dealing damage to creatures and knocking them prone. This can be used for combat or crowd control.

Fly

Fly is a 3rd-level spell that allows the wizard to fly. This can be used for transportation, exploration, or combat.

Slow

Slow is a 3rd-level spell that reduces the speed of creatures within a certain area. This can be used to slow down enemies, make them easier to hit, or prevent them from escaping.

Gravity Sinkhole

Gravity Sinkhole is a 4th-level spell that creates a large sinkhole that pulls creatures and objects towards its center. This can be used for combat, crowd control, or environmental manipulation.

Dawn

Dawn is a 4th-level spell that creates a burst of light that deals radiant damage to creatures within its area. This can be used for combat or illumination purposes.

Level Spell Effect
Cantrip Gravity Well Creates a small area of intense gravity that pulls creatures towards its center.
1st Jump Increases the jumping distance of a creature.
2nd Levitate Lifts a creature or object into the air.
2nd Control Water Manipulates water within a certain area.
2nd Create Bonfire Creates a bonfire that deals fire damage.
3rd Earth Tremor Causes the ground to tremble, dealing damage and knocking creatures prone.
3rd Fly Allows the wizard to fly.
3rd Slow Reduces the speed of creatures within a certain area.
4th Gravity Sinkhole Creates a large sinkhole that pulls creatures and objects towards its center.
4th Dawn Creates a burst of light that deals radiant damage.

Best Wizard Build for Baldur’s Gate 3

The Wizard is a versatile spellcasting class in Baldur’s Gate 3, capable of wielding powerful arcane magic. When creating a Wizard, players should consider the following factors to optimize their build:

**Subclass:** The Wizard offers two subclasses: the School of Evocation and the School of Abjuration. Evocation Wizards specialize in dealing damage with spells like Fireball and Lightning Bolt, while Abjuration Wizards focus on protection and defense with spells like Mage Armor and Shield.

**Ability Scores:** Intelligence is the primary ability score for Wizards, as it determines the power and number of spells they can cast. Dexterity and Constitution are also important for initiative and survivability, respectively.

**Skills:** Arcana, History, and Insight are useful skills for Wizards, as they provide knowledge and understanding of magic and the world.

**Spells:** Wizards have a wide range of spells to choose from, including damage spells, control spells, utility spells, and buffs. Players should select spells that complement their subclass and playstyle.

People Also Ask

What is the best race for a Wizard in BG3?

Tieflings and Githyanki are excellent choices, providing stat bonuses and unique racial abilities that benefit spellcasting.

What are the best cantrips for a Wizard in BG3?

Firebolt, Mage Hand, and Minor Illusion are versatile and useful cantrips for Wizards.

What are the best feats for a Wizard in BG3?

War Caster and Spell Sniper are highly recommended feats that enhance spellcasting abilities and range.