Baldur’s Gate 3 Wizard Class Spells, Subclasses, and Features

Baldur’s Gate 3You can choose between 12 different classes when creating your character. You can choose from 12 classes when you create your character. Wizard The school that spellcasters attend is a magical tradition centered around eight different arcane practices.

Scholars at heart, wizards have a passion for learning. Students who have spent countless hours studying magic and testing their discoveries. The primary ability of a magic student is Intelligence.

Read on to find out everything you need to know about the Wizard class, and see if it’s the class you want to start with.


Wizard class features

The Hit Points

  • Hit Dice — 1d6
  • Hit Points at 1st level — Add 6 to your constitution Modifier
  • Hit Points at higher levels — The Constitution Modifier multiplied by 4 per level of wizard after the first

Cantrips

Wizards are taught three of the Wizard cantrips.

Baldur’s Gate 3 Wizard Cantrips

Cantrip Description
Cantrip Description
Acid Splash A bubble of acid will damage any creature that it strikes.
Blade Ward Only half of the damage is taken by Bludgeoning and Piercing.
Bone Chill Stop the target from being healed until you turn next. Undead targets are given a disadvantage on attack rolls.
Dancing Lights Illuminate a 9m radius.
Friends Get an advantage on Charisma checks against non-hostile creatures.
Light Light up an object.
Mage Hand Create a hand that is able to interact and manipulate objects.
Minor Illusion Use an illusion to compel nearby creatures into investigating.
Poison Spray Project a puff of toxic gas.
Ray of Frost The target will move slower by up to 3m.
The Shocking Grasp Targets cannot react. The target cannot use reactions.
True Strike You will gain an Advantage when you next roll your attack dice.

Spells

Wizards are taught four spells.

Baldur’s Gate 3 Wizard Spells

Spell A description of the product
Spell
Burning Hands The Fire Damage is 3-18 per flammable targets.
Charm Person You can charm a humanoid so that it does not attack you. In dialogue, you gain an advantage on Charisma checks.
Chromatic Orb Hurl a Thunder sphere, which deals between 3-24 Thunder damages and may create a surface when it hits. You can also choose to deal a different kind of damage.
Color Spray Blind creatures are limited to 33 total hit points.
Disguise Self Change your entire appearance in a matter of seconds.
Rapid Retreat You will gain Dash instantly and each turn up until this spell is over.
False life Get 7 temporary Hit Points
Featherfall Immunity against Falling Damage for you and your nearby Allies
Find Familiar Bring a familiar to life, an elf spirit who takes on an animal of your choice.
Fog Cloud Clouds blind and heavily obstruct creatures in its path.
Grease Spread a layer of grease on the floor to slow down any creatures and make them more prone.
Ice Knife It deals a 1-10 Pierce damage. This ice fragment explodes inflicting 2-12 Cold Damage to those nearby. The ice is left behind.
Enhance Leap Triple a creature’s jumping distance.
Longstrider The movement speed of a creature is increased by 3m.
Mage Armor To protect a target against attacks, increase the Armor Class of that object to 13, plus its Dexterity modifier.
Magic Missile You can shoot 3 magic darts that each deal 2-5 Force damages. The darts always strike their target.
Protection against Evil and Good Protect your ally from the powers and attacks of the fey and fiends.
Ray of Sickness The target may be poisoned.
Shield If you think that an opponent is about to hit you, raise your Armor class by 5. Magic Missile does not damage you.
Sleep Cast creatures into a magical sleep. Choose targets with a maximum of 24 combined hit points.
Tasha s hideous laughter A creature can be left unable to move, prone from laughter.
Thunderwave Send a powerful wave that will push all objects and creatures away.
Witch Bolt Lightning bolts can be used to link yourself up with your target. Activating the Lightning Damage Booster will deal an extra 1-12 Lightning damages each turn.

Actions

  • Arcane Recovery —Refill spell slots outside of combat. The spell slot can not be restored above the 5th level.

You can find out more about this by clicking here.

  • You can gain two slots at level 1, which will be restored when you take a Long Rest.

Proficiencies

  • Weapons — Daggers, Quarterstaffs, Light Crossbows
  • Save Throws — Intelligence and Wisdom
  • The following are some of the most effective ways to learn how to speak English. — Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion

Wizard subclasses

Level two unlocks the Wizard’s eight subclasses. When you reach level two, you’ll choose an arcane tradition that revolves around a school of magic.

Abjuration

The School of Abjuration is centered on banishing and protection. Abjurers are able to protect and exorcise the evil. If you choose the Abjuration subclass, you’ll gain two subclass features:

  • Abjuration Savant — Learning Abjuration spells from scrolls costs half as much, beocming 25 gold pieces per spell level
  • Arcane Ward — The residual magic of your spells forms a ward around you that protects you from harm

Conjuration

Conjuration is a school that focuses on the creation of objects, creatures and spells of transport. The Conjurer will receive one feature from their subclass and one ability:

  • Conjuration Savant — Learning Conjuration spells from scrolls costs half as much, becoming 25 gold pieces per spell level
  • Minor Conjuration: Create Water — Call forth rain. This extinguishes flames on the surface and creates a layer of water.

Divination

School of Divination is a school that uses magic in order to be able see past, present, future and also to shape time. The Diviner gets two new subclasses:

  • Divination Savant — Learning Divination spells from scrolls costs half as much, becoming 25 gold pieces per spell level.
  • Portent — Your dreams grant you glimpses that let you influence the future. After a Long Rest, you’ll gain two Portent Dice that can be used to change the die of any Attack Roll or Saving Throw.

Enchantment

Enchanters can use charms to influence the minds of others. The Enchanter gains one feature from their subclass and one ability:

  • Enchantment Savant — Learn Enchantment Spells by scrolls for half the cost, 25 gold coins per level.
  • Hypnotic Eyes — Charm and Incapacitate a creature. You cannot be attacked by it. It can’t act.

Evocation

School of Evocation uses elemental energies to produce powerful attacks. Two subclass features are available to Evokers:

  • Evocation Savant — Learn Evocation from Scrolls for half the price, 25 gold coins per level.
  • Scult Spells — Create pockets of safety within your Evocation spells. Allies are automatically successful at their Saving Throws and do not take damage when these spells are cast.

Illusion

School of Illusion makes your wildest dream seem real with trickery. Illusionists receive one feature of subclasses and one trick:

  • Illusion Savant — Learning Illusion spells from scrolls costs half as much, becoming 25 gold pieces per spell level.
  • Improved Minor Illusion — You can cast Minor Illusion as a bonus action.

Necromancy

School of Necromancy has control over life, undeath, and death. The School of Necromancy can control life energy in order to bring the dead back. If you choose to enter the school of Necromancy, you’ll gain two subclass features:

  • Necromancy Savant — Learning Necromancy spells from scrolls costs half as much, becoming 25 gold pieces per spell level.
  • Grim Harvest — Once per turn, if you kill a creature with a spell, you regain hit points equal to twice the spell slot level used – thrice if it’s a Necromancy spell. Undead or constructs will not be affected.

Transmutation

You can alter the way you see your world by attending the School of Transmutation. The School of Transmutation can change the world around you. The Transmuters now have two new subclasses:

  • Transmutation Savant — Learning Transmutation spells from scrolls costs half as much, becoming 25 gold pieces per spell level.
  • Experimental Alchemy — You can brew two alchemical solutions instead of one when combining extracts, if you succeed a difficulty class 15 Medicine Check.

More information about the courses in Baldur’s Gate 3Consult our guides on Barbarians, Bards, Clerics, Druids, Fighters, Monks, Paladins, Rangers, Rogues, Sorcerers, and Warlocks. If you’re stumped by the choice, consult our guide on what class to start with.

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