"Wizards master the arcane by specializing in individual schools of magic, combining ancient spells with modern research."

Need to know more about the Wizard class? Then you've come to the right place!

*Not all information was available in Early Access - we will update as soon as we can!*

Table of Contents


    Roleplaying as a Wizard

    This was no mere parchment; even the fools next to you must have realized that by now. Brimming with magical energy, you slide the scroll into your pack. "I bet it's a recipe," you hear one of them chuckle, causing you to sigh. After all they've seen you accomplish - freezing the broken dam before it flooded the town, destroying an opposing fleet with a thunderstorm, banishing the demon lord back to the Nine Hells - you'd think they'd take notice of your stern demeanor and shut up for once. You'd just have to learn the scroll's secrets on your own.

    If this sounds interesting to you, consider a Wizard. With seemingly an answer to every situation, this class demonstrates that knowledge is true power.

    Note: The Origin character/Companion Gale is a Wizard.


    Class Features at 1st Level

    • Starting Hit Points: 6 + your Constitution modifier
    • Proficiencies:
      • Daggers, Quarterstaffs, Light Crossbows. No armors
      • Intelligence and Wisdom Saving Throws
      • Two skills from the following list: Arcana, History, Insight, Investigation, Medicine, and/or Religion
    • Wizards receive the ability to cast arcane spells and a number of spell slots.
      • You may choose 3 cantrips (level 0 spells), and 6 level 1 spells to start. Additional spells and spell slots are earned as you level in Wizard.
      • They use their Intelligence modifier for this spellcasting capability.
      • Wizards prepare their spells in advance. You can swap your current spell-list around outside of combat, but are limited in your choices once a battle begins.
      • They also can learn new Wizard spells from scrolls, spending gold to acquire permanent access to the spell.
    • Access to Arcane Recovery, allowing you to recharge spell slots while outside of combat in exchange for a charge.

    Class Features at Higher Levels

    • Hit Points at Later Levels: 4 + your Constitution modifier
    • At level 2, Wizards choose a school of magic to specialize in, determining their subclass.
    • At levels 4, 8 and 12, you can increase one of your Ability scores by 2, two Ability scores by 1, or choose a Feat, which can provide you bonuses to Ability scores and skills simultaneously.
    • *Not revealed yet.*

    Subclasses

    At level 2, Wizards choose between 8 different spell schools to focus on. They are: Abjuration (protecting), Conjuration (summoning), Divination (learning), Enchantment (controlling), Evocation (damage), Illusion (tricking), Necromancy (the undead), and Transmutation (changing). You can still use the other types of spells; this choice just determines what kind of spell you excel at the most, while providing you various benefits.

    • The School of Abjuration is about projecting barriers and protection spells. 
      • At level 2, learning Abjuration spells from scrolls only requires half the gold cost.
      • At level 2, you can place an Arcane Ward around yourself after you cast an Abjuration spell, shielding you from a small amount of damage. The ward is replenished by casting more Abjuration spells.
      • *Not revealed yet.*
    • The School of Conjuration is about summoning forth items, magic, or allies from other places.
      • At level 2, learning Conjuration spells from scrolls only requires half the gold cost.
      • *Not revealed yet.*
    • The School of Divination is about discerning the unknown, learning secrets or spying on one's enemies. 
      • At level 2, learning Divination spells from scrolls only requires half the gold cost.
      • *Not revealed yet.*
    • The School of Enchantment is about charming and bewitching foes into doing what you want. 
      • At level 2, learning Enchantment spells from scrolls only requires half the gold cost.
      • *Not revealed yet.*
    • The School of Evocation is about inflicting various kinds of elemental damage. 
      • At level 2, learning Evocation spells from scrolls only requires half the gold cost.
      • At level 2, you can Sculpt spells around your allies, keeping a number equal to 1 + the spell's level from taking damage from the spell. They also automatically succeed on any required Saving Throw from that spell.
      • At level 6, you still inflict half damage with your cantrips when an enemy succeed its Saving Throw against them.
      • *Not revealed yet.*
    • The School of Illusion is about fooling the unsuspecting, making the impossible seem real. 
      • At level 2, learning Illusion spells from scrolls only requires half the gold cost.
      • *Not revealed yet.*
    • The School of Necromancy is about channeling negative energy and animating the dead. 
      • At level 2, learning Necromancy spells from scrolls only requires half the gold cost.
      • *Not revealed yet.*
    • The School of Transmutation is about altering the physical or mental capabilities of a person or thing. 
      • At level 2, learning Transmutation spells from scrolls only requires half the gold cost.
      • *Not revealed yet.*

    Preferred Ability Scores

    Wizards rely on Intelligence for their spells and general knowledge, so it is vital to them. Constitution and Dexterity are next, given that they usually wear no armor. Charisma is good for a Wizard who plans to use Enchantment spells, while Wisdom is okay for Perception checks. Strength is not important to them at all.


    Multiclassing Suggestions

    Wizards are one of the main classes that don't really benefit from Multiclassing all that much: a pure Wizard can be extremely powerful all on its own, with the largest pool of available spells at their disposal. They also have the awkwardness of relying on Intelligence for their spellcasting, when other classes (outside of very specific subclasses) use different Ability scores - this can make things difficult if you want to combine, say, a Wizard and a Cleric. That being said, it's not impossible to Multiclass if you plan accordingly.

    Wizard & Fighter

    Is a good combination when the Fighter takes the Eldritch Knight subclass. Eldritch Knights cast a limited number of spells - with their Intelligence - and adding Wizard can really open up their repertoire. In exchange, the Wizard gains access to armor and martial training.

    Wizard & Rogue

    Is in a similar situation to the Fighter, using the Arcane Trickster subclass for spells based on their Intelligence. Becoming part-Wizard provides them even more answers to situations, while being part-Rogue will vastly improve their Proficiency with skills.


    More Baldur's Gate 3 Class Guides

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    Baldur's Gate 3 Character Creation Guides

    When you're ready to continue, head to one of the other sections of this guide; Background would be next!