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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 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.

RELATED: Baldur's Gate 3: Guide To Companions

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 themselves wielding unparalleled power with some of the best spells of the game at their disposal.

Baldur's Gate 3 is currently in early access, and only Act 1 of the story is available. As the game continues to develop, this guide will be updated to provide you with the latest information.

Wizards: An Overview

Baldur's Gate 3 - Gale criticizing the player

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

Cantrips Known

Spells Known

Spells Prepared

Spell Slots per Spell Level

Features

1st

2nd

3rd

1

+2

3

6

1 + INT Mod

2

-

-

  • Arcane Recovery

2

+2

3

8

2 + INT Mod

3

-

-

-

3

+2

3

10

3 + INT Mod

4

2

-

  • School of Magic (Subclass)

4

+2

4

12

4 + INT Mod

4

3

-

  • Ability Improvement OR Feat

5

+3

4

14

5 + INT Mod

4

3

2

-

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

Baldur's Gate 3 - A drow wizard rolls to look for remnants of hag magic on a dwarf

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 not only affect 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 2 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

Spellcasting

Spells Known

Spells Prepared

Spellcasting Ability

Limited (+Spell Scrolls)

Limited

Intelligence

Wizards are technically Prepared Casters—meaning that they do not have access to cast from their entire list of spells at all times. They must choose a limited number of Prepared Spells, from their Known Spells list.

You can switch out your Prepared Spells by going to your Spellbook (Default PC Hotkey: K), clicking on Prepare Spells, and selecting the spells that you want to prepare.

However, Wizards differ from other Prepared Casters in that they do not have access to prepare every spell on their Class Spell List, but instead have a Spells Known list.

Though this limitation may seem stifling, it is easily offset by the Wizard's incredibly large class Spell List, though, as well as their ability to copy spells.

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 (Default PC Hotkey: K) and click on the Spellbook icon, which will give you a list of scrolls you can transcribe to your spellbook.

Baldur's Gate 3 - Screenshot of the UI of the Wizard's

Copying spells costs 50GP per spell level. Transcribing spells from your own School of Magic (your chosen subclass) costs half as much.

Class Features

Baldur's Gate 3- A Drow Wizard casting True Strike on a hag

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 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

  • 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.

Other Features

Baldur's Gate 3 - A drow wizard casting Reflective Shell

The following section contains spoilers for the story of Baldur's Gate 3After activating your Illithid Wisdom Checks enough times and recovering from its physical toll, you'll wake up to find that you've gained the Illithid Power Class Action of your corresponding class.

Reflective Shell

Casting Time: 1 Action

Range/Area: Self

Duration: 2 Turns

Replenishes On: Short Rest

  • A protective shell envelops you. It reflects any projectiles targeted at you to their point of origin.
  • Doesn't affect creatures that don't rely on sight or that you can see through illusions.

While not as flashy as some of the other classes' Illithid Powers, one of the Wizard's biggest weaknesses is vulnerability to attacks that can reach beyond the frontline—and this solves exactly that.

Use Reflective Shell against powerful casters or archers, and watch them succumb to their own spells and arrows.

RELATED: Baldur's Gate 3: All Proficiencies and How To Get Them

Schools Of Magic (Subclass Overview)

Baldur's Gate 3 - Image is split into two parts - 1. Drow wizard electrocuting the Phase Spider Matriarch and 2. Drow wizard casting Burning Hands

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 School 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 damage through 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*

  • *Not available in Early Access — Planned for full release
  • 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*

  • *Not available in Early Access — Planned for full release
  • 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*

  • *Not available in Early Access — Planned for full release
  • 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*

  • *Not available in Early Access — Planned for full release
  • 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*

  • *Not available in Early Access — Planned for full release
  • Illusion Wizards, or "Illusionists" specialize in spells that deceive the mind, alter perceptions, confuse the senses.

Controller

Utility, Face (Social Situations)

Transmutation*

  • *Not available in Early Access — Planned for full release
  • 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)

Baldur's Gate 3 - Level Up screen of an Abjuration Wizard

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 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 companions.

Arcane Ward (Level 2, School Of Abjuration)

Arcane Ward

  • Once per day, when you cast an Abjuration spell of 1st level or higher, you can use a strand of the spell's magic to create a magical ward that lasts until your next long rest.
  • The ward has a maximum of 3 hit points and absorbs all damage done to you. When it is reduced to 0 hit points, you take the remaining damage, but the magic remains.
  • Whenever you cast an Abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell.

Whew, that's a complicated description! Basically, each time you cast an Abjuration spell, you gain a magical shield that lasts until your next long rest.

This shield can only ever go up to 3 HP and absorbs all damage directed at you. If the shield's HP reaches zero, you'll start taking damage again.

Each time you cast an Abjuration spell afterward, the shield will be restored by an amount dependent on how powerful the spell was.

Since you'll likely be casting plenty of Abjuration spells, this is a great source of sustainability and free shielding—yes, you shouldn't be taking hefty amounts of damage as a Wizard regardless, but you never know when things might slip through the cracks of your frontline.

School Of Evocation (Subclass)

Baldur's Gate 3 - Level Up screen of an Evocation Wizard

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.

Sculpt Spells (Level 2, School Of Evocation)

Sculpt Spells

  • Create pockets of safety within your Evocation Spells.
  • Allied creatures automatically succeed their saving throws and take no damage from these spells.

When your arcane tradition is focused entirely on being as destructive as possible, unintentional friendly fire tends to be inevitable.

This spell completely solves that problem, ensuring that your trusty Barbarian and Fighter allies can keep tearing into your foes without being incinerated by a misplaced Fireball.

Wizard Companions

As of Early Access, Baldur's Gate 3 features one Wizard companion: Gale, the Wizard of Waterdeep.

Baldur's Gate 3 - Gale greeting the player for the first time.

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