
Quick Links
- Wizards: An Overview
- Starting Out As A Wizard
- Class Features
- Spells
- Schools Of Magic (Subclass Overview)
- School Of Abjuration (Subclass)
- School Of Evocation (Subclass)
- School Of Necromancy (Subclass)
- School Of Conjuration (Subclass)
- School Of Enchantment (Subclass)
- School Of Divination (Subclass)
- School Of Illusion
- School Of Transmutation
- Wizard Companions
To master the Weave is to control the fabric of the world itself, and no class does it better than the Wizard in 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 sticky webs, and summoning creatures to carry out their every command.
RelatedBaldur's Gate 3: Guide To Companions
Don't travel alone. Here's how companions work in Baldur's Gate 3 and who you should take along your journey.
PostsMastering 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 themselves 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 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
-
-
-
-
-
- Arcane Recovery
2
+2
1
3
8
2 + INT Mod
3
-
-
-
-
-
- Choose Subclass
3
+2
2
3
10
3 + INT Mod
4
2
-
-
-
-
-
4
+2
2
4
12
4 + INT Mod
4
3
-
-
-
-
- Ability Score Improvement OR Feat
5
+3
3
4
14
5 + INT Mod
4
3
2
-
-
-
- Cantrips gain additional damage die
6
+3
3
4
16
6 + INT mod
4
3
3
-
-
-
- Subclass Feature
7
+3
4
4
18
7 + INT mod
4
3
3
1
-
-
-
8
+3
4
4
20
8 + INT mod
4
3
3
2
-
-
- Ability Score Improvement OR Feat
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
-
- Subclass Feature
- Cantrips gain additional damage die
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
- Ability Score Improvement OR Feat
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 character 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
Simple 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 list 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 and 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
Once per day out of combat, replenish expended spell slots, which allow you to cast Spells.
Arcane Recovery is one of the very few base classfeatures (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
- Halves the cost to learn spells of your chosen School from Spell Scrolls.
- Learning these spells will only cost 25g per spell level.
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 and 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 from a Spell Scroll—if you can find one with the spell you want.
RelatedBaldur's Gate 3: All Proficiencies And How To Get Them
Here's how to get each type of proficiency in Baldur's Gate 3.
PostsSpells
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 as such:
- Spell Save DC: 8 + Proficiency Bonus + Intelligence modifier
- Spell Attack Bonus: Proficiency Bonus + Intelligence modifier
All spells can be regained after a Long Rest or through Arcane Recovery charges.
Full Wizard Spell List
Spell Level
Spell Name
Casting Time
Concentration? (Y/N)
Effect
Cantrip
Acid Splash
1 Action
N
Deal 1d6 Acid damage in a bubble if target fails a Dexterity Save.
Cantrip
Blade Ward
1 Action
N
Take half damage from Bludgeoning, Piercing, and Slashing damage for 2 turns.
Cantrip
Scroll of Bone Chill
1 Action
N
Deal 1d8 Necrotic damage and prevent the target from healing for one turn. Undead creatures have Disadvantage on Attack Rolls for one turn.
Cantrip
Dancing Lights
1 Action
Y
Create lights that illuminate 9m in a radius for 10 turns.
Cantrip
Firebolt
1 Action
N
Shoot a ball of fire that deals 1d10 fire damage.
Cantrip
Friends
1 Action
Y
Gain Advantage on Charisma Checks on non-hostiles for 10 turns.
Cantrip
Light
1 Action
N
Infuse object with light for 100 turns. If used on a creature, they must succeed a DEX saving throw or be illuminated.
Cantrip
Mage Hand
1 Action
N
Summon a magical hand that can move, use, or manipulate objects.
Cantrip
Minor Illusion
1 Action
N
Create an illusion that distracts creatures outside of battle. Spell is immune to Silence effects.
Cantrip
Poison Spray
1 Action
N
Deal 1d12 poison damage in a cone on a failed Constitution save.
Cantrip
Ray of Frost
1 Action
N
Deal 1d8 Cold damage reduce target's movement by 3m if hit.
Cantrip
Shocking Grasp
1 Action
N
Deal 1d8 Lightning damage and prevent target from using Reactions for one turn. Gain Advantage on hit if target is wearing metal armour.
Cantrip
True Strike
1 Action
Y
Gain Advantage on your next Attack Roll.
Level One
1
Burning Hands
1 Action
N
Shoot fire in a cone to deal 3d6 Fire damage or half damage on a successful Dexterity Save.
1
Charm Person
1 Action
Y
Gain Advantage on Charisma Checks in dialogue and prevent enemies from attacking you during combat.
1
Chromatic Orb
1 Action
N
Deal 3d8 damage in an element of your choice and turn the surface where you strike into a terrain of that element's effect.
1
Colour Spray
1 Action
N
Blind all creatures within range up to 33 hit points.
1
Disguise Self
1 Action
N
Make yourself magically appear as another race and/or gender until your next Long Rest.
1
Enhance Leap
1 Action
N
Triple a touched creature's jumping distance.
1
Expeditious Retreat
1 Bonus Action
Y
Gain Dash as a Bonus Action until your next Long Rest.
1
False Life
1 Action
N
Gain 7 temporary hit points unit your next Long Rest.
1
Feather Fall
1 Bonus Action
N
Take no damage from falling.
1
Find Familiar
1 Action
N
Summon an animal familiar to aide you.
1
Fog Cloud
1 Action
Y
Create a cloud of fog that blinds enemies and prevents ranged projectiles from entering or leaving.
1
Grease
1 Action
N
Create a pool of grease on the ground that can knock enemies Prone and light on fire.
1
Ice Knife
1 Action
N
Throw a dagger for 1d10 Piercing that explodes on contact for 2d6 Cold damage to the creature and all enemies within melee range. It creates an ice surface that can knock enemies Prone and is immune to being Silenced.
1
Longstrider
1 Action
N
Increase your movement by 3m until your next Long Rest.
1
Mage Armour
1 Action
N
Increase the target's AC to 13+Dexterity modifier if they are not wearing armour until their next Long Rest.
1
Magic Missile
1 Action
N
Fire 3 projectiles dealing 1d4 + 1 damage each (3d4+3 total) that never miss. These projectiles can be split or sent to one target.
1
Protection from Evil and Good
1 Action
Y
Give Disadvantage to aberrations, celestials, elementals, fey, fiends, and undead when attacking. Target protected by this spell cannot be Charmed, Frightened, or possessed by them.
1
Ray of Sickness
1 Action
N
Deal 2d8 Poison damage in a beam, and on a failed Constitution save this spell may poison the target.
1
Shield
1 Reaction
N
When about to be hit by an attack, you can use your reaction to increase your AC by 5 and take no damage from Magic Missile.
1
Sleep
1 Action
N
Put creatures to sleep up to 24 hit points.
1
Tasha's Hideous Laughter
1 Action
Y
Knock creature Prone with laughter for up to 10 turns if the creature has 5 or more Intelligence and fails a Wisdom save.
1
Thunderwave
1 Action
N
Deal 2d8 Thunder damage in a wave and knock creatures and objects backward. On a successful Constitution save, creatures remain put and take half damage.
1
Witchbolt
1 Action
Y
Deal 1d10 Lightning damage. Each turn, you may cast this again on the struck target for no spell slot while concentrating and so long as this spell is cast each turn.
Level 2
2
Arcane Lock
1 Action
N
Lock a door or container that cannot be lockpicked or Knocked.
2
Blindness
1 Action
N
Blind a creature to give Advantage on attack rolls against it and Disadvantage when it attempts to strike back.
2
Blur
1 Action
Y
Attackers have Disadvantage on attack rolls against you so long as they rely on sight.
2
Cloud of Daggers
1 Action
Y
Create a cloud of daggers to deal 4d4 Slashing damage.
2
Crown of Madness
1 Action
Y
Cause a target to begin attacking the closest creature to them regardless of alliance.
2
Darkness
1 Action
Y
Create a cloud of darkness to blind creatures and prevent ranged attacks in or out.
2
Darkvision
1 Action
N
Creature can see in the dark up to 12m until their next Long Rest.
2
Detect Thoughts
1 Action
Y
Read the thoughts of creatures while talking to them.
2
Enlarge-Reduce
1 Action
Y
Enlarge or shrink a creature, affecting its weapon damage, Strength Checks, and Strength Saving Throws.
2
Flaming Sphere
1 Action
Y
Deal 2d6 Fire damage with a sphere of fire you can move each turn with Concentration.
2
Gust of Wind
1 Action
N
Create a gust of wind that clears clouds, pushes creatures back, and may knock creatures Prone.
2
Hold Person
1 Action
Y
On a failed Wisdom save, a humanoid of choice is held, unable to move, act, or use reactions. Melee attacks are auto-Criticals.
2
Invisibility
1 Action
Y
Turn invisible, inciting Disavantage on attacks made against you and giving Advantage to your own attacks.
2
Magic Weapon
1 Action
Y
Turn your weapon into a magical weapon and receive +1 to Attack and damage rolls until your next Long Rest.
2
Melf's Acid Arrow
1 Action
N
Deal 4d4 Acid on a strike, 2d4 Acid for creatures after the end of their next turn. Even when missing, targets take half damage.
2
Mirror Image
1 Action
Y
Create 3 copies of yourself that increase your AC by 3, each copy disappearing when an attack against you misses.
2
Misty Step
1 Bonus Action
N
Instantly teleport anywhere within 18m in an unoccupied space.
2
Phantasmal Force
1 Action
Y
On a failed Intelligence save, a creature suffers 1d6 Psychic damage and then 1d6 damage of the latest damage type they suffered.
2
Ray of Enfeeblement
1 Action
Y
Decrease a target's weapon attacks be half damage when they use a weapon with Strength.
2
Scorching Ray
1 Action
N
Deal 2d6 Fire damage with 3 rays (up to 6d6 Fire damage) that can be split.
2
See Invisibility
1 Action
N
You are able to see Invisible creatures and reveal them others.
2
Shatter
1 Action
N
Deal 3d8 Thunder damage in a circle or half as much on a Constitution save.
Level Three
3
Animate Dead
1 Action
N
Raise an undead as a servant.
3
Bestow Curse
1 Action
Y
Bestow a curse on a target on your choice that gives a) Disdavantage checks, Saving Throws, or attacks, b) additional incoming damage, c) decrease in available actions.
3
Blink
1 Action
N
At the end of your turn, you may vanish into the Ethereal Plane where you cannot be harmed or seen. Teleport up to 6m on your next turn.
3
Counterspell
1 Reaction
N
Cancel an opponent's spell casting up to level 3 freely, and all upper spells must succeed a check against the spell's casted level.
3
Fear
1 Action
Y
Cause a target to become Frightened, unable to move and easier to hit for two turns on a failed Wisdom save.
3
Feign Death
1 Action
N
Put ally into a coma where they becomoe Resistance to all damage except Psychic and gain Immunity to Disease and Poisons.
3
Fireball
1 Action
N
Deal 8d6 damage in a wide area or half as much on a successful Dexterity Save.
3
Fly
1 Action
Y
Gain ability to Fly for up to 10 turns.
3
Gaseous Form
1 Action
Y
Transform target into a gas cloud that cannot fall, be easily damage, make attacks, cast spells, or speak. It gains Advantage on all physical Saving Throws.
3
Glyph of Warding
1 Action
N
Create glyphs on the ground that, when stepped on by an enemy, trigger and deal damage depending on the type of glyph chosen.
3
Haste
1 Action
Y
Give a target an extra action, increased movement, and increased AC for up to 10 turns, becoming lethargic (losing a turn) after it ends.
3
Hypnotic Pattern
1 Action
Y
Prevent a creature from attacking, moving, or acting for two turns on a failed Wisdom Save. Immune to effects of Silence.
3
Lightning Bolt
1 Action
N
Attack with a bolt of lightning in a straight line up to 30m, dealing 8d6 Lightning damage on a failed Dexterity Save (or half as much on a success) to all targets within range.
3
Protection from Energy
1 Action
Y
Gain resistance to Acid, Cold, Fire, Lightning, or Thunder damage.
3
Remove Curse
1 Action
N
Remove a curse from a target.
3
Sleet Storm
1 Action
N
Disrupt Concentration of spellcasters within range, douse fires, and create an ice surface.
3
Slow
1 Action
Y
Choose up to 6 enemies within range to limit their actions, movement, and AC.
3
Stinking Cloud
1 Action
Y
Create a cloud of gas that prevents creatures from taking actions on a failed Constitution save.
3
Vampiric Touch
1 Action
Y
Deal 3d6 Necrtoic damage and regain half hitpoints. You may use this for free without a spell slot for up to 10 turns with concentration.
Level Four
4
Banishment
1 Action
Y
Banish a creature to another plane of existence on a failed Charisma save.
4
Blight
1 Action
N
Deal 8d8 Necrotic damage on a failed Constitution save (or half as much on a success), dealing full damage on Plants who have Disadvantage on saving against this.
4
Confusion
1 Action
Y
Cause targets to attack randomly, wander, or skip turns in a confused stupor for up to 3 turns on a failed Wisdom save.
4
Conjure Minor Elemental
1 Action
N
Conjure a minor elemental as a servant.
4
Dimension Door
1 Action
N
Teleport self and 1 ally within melee range to a place you can see.
4
Evard's Black Tentacles
1 Action
Y
Create tentacles in a 6m radius that deal 3d6 Bludgeoning damage to enemies within. This terrain is Difficult Terrain.
4
Fire Shield
1 Action
N
Provide resistance to either Fire or Cold damage, and deal 2d8 Fire or Cold damage against melee attacks for free for 10 turns.
4
Greater Invisbility
1 Action
Y
Turn target invisible, spell not breaking unless failing a check when attacking or interacting with people or items.
4
Ice Storm
1 Action
N
Rain 2d8 Bludgenoning and 4d6 Cold damage down with icy hail within a 6m radius on a failed Dexterity save (or half as much on a success). The ground becomes Icy Terrain.
4
Otiluke's Resilient Sphere
1 Action
Y
Enclose target in sphere that reduces movement speed and blocks incoming and outgoing damage for three turns on a failed Dexterity save. Does not work on Huge creatures.
4
Phantasmal Killer
1 Action
Y
Deal 4d10 Psychic damage on an enemy on its turn on a failed Wisdom save and force target to become still, lowering AC and preventing movement.
4
Polymorph
1 Action
Y
Turn a target into a sheep for up to 5 turns on a failed Wisdom save.
4
Stoneskin
1 Action
Y
Take half damage from all non-magical Bludgeoning, Piercing, and Slashing damage until Long Rest.
4
Wall of Fire
1 Action
Y
Create a wall of fire that deals 5d8 Fire damage on targets that touch or pass through it.
Level Five
5
Cloudkill
1 Action
Y
Create cloud of gas that deals 5d8 Poison damage on a failed Constitution save and blinds creatures within. This cloud can be moved once per turn.
5
Cone of Cold
1 Action
N
Create a cone that deals 8d8 cold damage on enemies and creates Icy Terrain on a failed Constitution save (or half as much damage on a successful one).
5
Conjure Elemental
1 Action
N
Summon an elemental as a servant.
5
Dominate Person
1 Action
Y
Force a humanoid to fight for you on a failed Wisdom save.
5
Hold Monster
1 Action
Y
Paralyse a creature to prevent movement, action, or reaction for up to 10 turns on a failed Wisdom save. Melee hits are auto-criticals.
5
Planar Binding
1 Action
Y
Force a celestial, elemental, fey, or fiend to fight as your ally.
5
Seeming
1 Action
N
Disguise up to 4 members as another race or gender.
5
Telekinesis
1 Action
Y
Move a creature or object with your mind up to 18m and cast this spell on each turn without the need of a spell slot.
5
Wall of Stone
1 Action
Y
Create a wall of stone up to 18m.
Level Six
6
Arcane Gate
1 Action
Y
Create two portal points for up to 10 turns that creatures can travel between freely.
6
Chain Lightning
1 Action
N
Select an enemy. This attack hits this enemy and three other nearby enemies within 18m of each other to deal 10d8 Lightning damage on a Dexterity save.
6
Circle of Death
1 Action
N
Create a circle around a creature to deal 8d6 Necrotic damage on it and all nearby creatures on a failed Constitution save (or half as much on a success).
6
Create Undead
1 Action
N
Raise a corpse as a mummy servant.
6
Disintegrate
1 Action
N
Shoot a ray to deal 10d6+40 Force damage. If the creature hits 0HP, it disintegrates immediately.
6
Eyebite
1 Action
Y
Choose an appearance for your eyes to inflict status effects - from dropping weapons to preventing actions - on enemies when they see you and fail a Wisdom Saving Throw.
6
Flesh to Stone
1 Action
Y
Restrain a foe by beginning to turn them into stone. If the target fails their Constitution saves for three turns, they turn into stone and are Petrified.
6
Globe of Invulnerability
1 Action
Y
Create a dome that prevents all damage from coming or out of it.
6
Otiluke's Freezing Sphere
1 Action
N
Create a 10d6 Cold damage sphere that you can throw or store for later.
6
Otto's Irresistble Dance
1 Action
Y
Force a creature to lose its actions and movement. Attackers against them have Advantage on Attack Rolls, and they have Disadvantage on their own Attack Rolls and Dexterity Saving Throws.
6
Sunbeam
1 Action
Y
Create a beam of light that deals 6d8 Radiant damage and Blinds creatures on a failed Constitution save (half damage on a successful one). You can recast this spell without expending spell slots for up to 10 turns.
6
Wall of Ice
1 Action
Y
Create a wall of ice that deals 10d6 Cold damage to anyone in the way. When broken, the wall deals 10d6 Cold damage to creatures that stand within or attempt to pass through the leftover particles.
read moreSchools 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 aSchool of Magic—the classification system for spells, some items, and magic types.
School of Magic
Overview
Combat Role
Other Focuses
Abjuration
- Abjuration Wizards, or "Abjurers," are the "supports" of the Wizard class.
- They focus on maximizing survivability and protecting their party from damagethrough shields, wards, banishment, and other forms of mitigation.
Support, Defender
Protection, Mitigation
Evocation
- Evocation Wizards, or "Evokers," focus largely on destructive spells.
- They are capable of dealing large amounts of damage at once—usually area-of-effect (AOE) elemental damage.
Striker, Blaster
Elemental Damage
Conjuration
- Conjuration Wizards, or "Conjurers," focus on the magical creation of all sorts of objects and creatures—from terrain conditions to summons that aid in battle.
- They also excel at displacement, such as teleportation and planar travel.
Controller, Defender
Utility, Summons, Mobility
Divination*
- Divination Wizards, or "Diviners," focus on discerning the past, present, and future.
- They utilize spells of remote viewing, supernatural knowledge and foresight to understand the nuances of space and time.
Controller
Utility, Knowledge
Enchantment
- Enchantment Wizards, or "Enchanters," utilize the art of charm and deception to manipulate others.
- Their magic is capable of both promoting peace and asserting control over the unwilling.
Controller
Utility, Face (Social Situations)
Necromancy
- Necromancer Wizards, or "Necromancers" harness the energy that animates living beings and transform it into magical power to facilitate undeath.
- Though not all necromancers are evil, their practices are considered taboo by most societies.
Striker, Defender
Summons, Healing (Self)
Illusion
- Illusion Wizards, or "Illusionists" specialize in spells that deceive the mind, alter perceptions, confuse the senses.
Controller
Utility, Face (Social Situations)
Transmutation
- Transmutation Wizards, or "Transmuters," use magic to manipulate energy and matter.
- They are also capable of altering both the physical forms and mental qualities of creatures.
Controller
Utility
School Of Abjuration (Subclass)
Abjuration spells 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 yourselfand 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 companions.
Feat Level
Feat
Effect(s)
2
Arcane Ward
- When casting an Abjuration spell of 1st level or higher, create a magical ward that lasts until your next Long Rest.
- Ward absorbs all damage done to you with a maximum of 3HP. When reduced to 0 HP, take the remaining damage.
- When casting an Abjuration spell of 1st level or higher, regain ward charges hit points equal to twice the level of the spell
6
Projected Ward
Use your reaction to project your ward on an ally.
10
Improved Abjuration
When taking a short rest, replenish your Arcane Ward charges an amount equal to your Wizard level.
School Of Evocation (Subclass)
Evocation spells focus elemental energy into powerful attacks and 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 these spells.
6
Potent Cantrip
Creatures hit by your cantrips still take half damage on a miss but do not suffer additional effects.
10
Empowered Evocation
Add your Intelligence modifier to the 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 enemies 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 them.
Feat Level
Feat
Effect(s)
2
Grim Harvest
When you kill a living 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 additional undead.
6
Undead Thralls: Better Summons
Add your Wizard level to a summoned undead's HP and your Proficiency Bonus to their damage.
10
Inured to Undeath
Become Resistant to Necrotic Damage and Immune to changes in your maximum 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, sending 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 future 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 positions with an ally within 9m.
10
Focused Conjuration
You cannot break Concentration on Conjuration spells from taking 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.
These 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 attacking or acting up to two turns.
6
Instinctive Charm
Charm an enemy attacking you to attack one of their allies instead as a Reaction.
10
Split Enchantment
Target up to 2 creatures with Enchantment spells that would normally 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-ordained with their abilities the night before.
Not even things invisibleto 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 fates of your teammates and enemies.
Feat Level
Feat
Effect(s)
2
Portent
Gain two Portent dice that can change the results of an Attack roll or Saving Throw (for yourself or others near you). These replenish each Long Rest.
6
Expert Divination
- Gain another Portent die; all Portent dice replenish each Short Rest now.
- Gain ability to see Prophecies (shown as Status effects on the wizard's profile). Fulfilling the contents of a prophecy rewards you with replenishing one Portent die.
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 real illusionist stands somewhere 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 to 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 able to see invisible creatures and possibly reveal them to allies.
10
Illusory Self
Once per short rest, force an attack against you to miss by summoning an illusion of 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, nothing 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 adaptability.
Being a transmuter, you'll have an answer for every scenario. After all, a transmuter 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 alchemy instead of one.
6
Transmuter's Stone
Create a stone and give it to a party member to hold and gain a choice of:
- Resistance to a damage type
- Darkvision
- Increase Movement
- Proficiency in Constitution saves
You can make another with a Long Rest or casting a Level 1 or higher Transmutation 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.
NEXT: Baldur's Gate 3: Inspiration, Explained