In Baldur’s Gate 3, there are a few spellcasting-oriented Classes that players can choose from – Classes that actually thrive when normal weapons are taken out of the equation. The Wizard is arguably the most iconic Dungeons and Dragons spellcasting class thanks to the breadth of spells they can know. In Baldur’s Gate 3, the Wizard’s diversity makes it hard to pin down its best build.


Related

All Baldur’s Gate 3 Wizard Subclasses, Ranked

Baldur’s Gate 3’s Wizard Class is able to specialize in one of eight schools of magic, gaining powerful benefits relating to that school.

In the Early Access version of Baldur’s Gate 3, there were only two subclasses (or Schools) of Wizard to choose from: Evocation, and Abjuration. Because Evocation focuses almost exclusively on damage output, it tends to be the best Wizard build to follow. Even though the full version of the game has quadrupled the number of available subclasses for Wizards, Evocation remains on top as the best pure Wizard build in BG3.

Updated January 27, 2024 by Erik Petrovich: Spending time optimizing the vast array of choices you must make in character creation might seem unnecessary, but these choices can have long-term effects on your character’s effectiveness in and out of combat. In addition to selecting the best Wizard subclass, race, and abilities, players have to make choices regarding their character’s skills and backstory. The best Wizard backgrounds are those that work seamlessly with typical Wizard gameplay, or offer the Wizard proficiency in useful skills for the class. After selecting a background, players then get to select from a list of starting skill proficiencies, some of which can be much better for the BG3 Best Wizard build than others. This guide has been updated to give more details and information on the best Wizard skills and background choices, as well as some other changes throughout to enhance readability.

As a guide-in-progress, this BG3 best Wizard build walkthrough will be continually updated with new information on what makes Evocation the best Wizard build BG3 offers to players.


Wizard Class Introduction & Overview

A Tiefling Wizard in Baldur's Gate 3

Wizard Playstyle & Signature Abilities

“Wizards master the arcane by specialising in individual schools of magic, combining ancient spells with modern research.”

Wizards are the classic spellcasting-focused class of Dungeons and Dragons, brought to Baldur’s Gate 3 with all the variety and complexity needed to make a class useful no matter the party. It’s nigh-impossible to make a melee Wizard, but their spells can be attuned for many different functions in combat: Evocation Wizards focus on damage, Illusion Wizards focus on tricking and deceiving enemies, and Necromancy Wizards summon and control the dead, as one might expect.

Because of their enormous repertoire of knowledge, and the ability to swap prepared spells from their entire available list of spells anytime outside of combat, Wizards are generally considered the class with the most diversity and utility in Baldur’s Gate 3. Wizards are the only class that can outright learn new spells directly from Scrolls rather than waiting for a level-up, which costs gold. But this cost is reduced if the spell corresponds with one’s chosen BG3 Wizard Subclass, or School.

Wizard Subclasses

  • Abjuration School: Grants the ability to create Wards and other defense-oriented spells. Learns Abjuration spells for half the cost.
  • Conjuration School: Grants the ability to conjure Water, Teleport, and maintain concentration. Learns Conjuration spells for half the cost.
  • Divination School: Can re-roll die for Attack Rolls or Saving Throws twice each day, recovered with each Long Rest. Learns Divination spells for half the cost.
  • Enchantment School: Improves ability to Charm enemies, and grants unique Charm spell Hypnotic Gaze. Learns Enchantment spells for half the cost.
  • Evocation School: Prevents allies from taking damage – and forces successful Saving Throws – from Evocation spells. Learns Evocation spells for half the cost.
  • Necromancy School: Refunds HP when killing enemies, and empowers Undead summons and resistances. Learns Necromancy spells for half the cost.
  • Illusion School: Grants improved Illusion spells, like Minor Illusion, and the ability to see Invisible enemies. Learns Illusion spells for half the cost.
  • Transmutation School: Focuses on potion brewing and alteration to buff and debuff targets, and can shapeshift into a Bird at later levels. Learns Transmutation spells for half the cost.

Wizard Class Proficiencies

  • Wizard Armor Proficiencies: None (Robes/Clothing)
  • Wizard Weapon Proficiencies: Daggers, Quarterstaves, Light Crossbows
  • Wizard Saving Throws: Intelligence & Wisdom
  • Wizard Skill Proficiency Choices: Arcana, History, Insight, Investigation, Medicine, & Religion

Wizard Class Features & Proficiency Bonus – Level By Level

Class Feature

Proficiency Bonus

Wizard Lvl 1

Spellcasting Arcane Recovery: Strength 1

  • Restores Spell Slot up to Level 1 once per Long Rest

+2

Wizard Lvl 2

+2

Wizard Lvl 3

Arcane Recovery: Strength 1

  • Restores Spell Slot up to Level 1 once per Long Rest

+2

Wizard Lvl 4

+2

Wizard Lvl 5

Arcane Recovery: Strength 1

  • Restores Spell Slot up to Level 1 once per Long Rest

+3

Wizard Lvl 6

+3

Wizard Lvl 7

Arcane Recovery: Strength 1

  • Restores Spell Slot up to Level 1 once per Long Rest

+3

Wizard Lvl 8

+3

Wizard Lvl 9

Arcane Recovery: Strength 1

  • Restores Spell Slot up to Level 1 once per Long Rest

+4

Wizard Lvl 10

+4

Wizard Lvl 11

Arcane Recovery: Strength 1

  • Restores Spell Slot up to Level 1 once per Long Rest

+4

Wizard Lvl 12

+4

Wizard Spell Slots & Prepared Spells – Level By Level

Prepared Spells

Learned Spells

Cantrips Known

Lvl 1 Slots

Lvl 2 Slots

Lvl 3 Slots

Lvl 4 Slots

Lvl 5 Slots

Lvl 6 Slots

Wizard Lvl 1

1 + INT modifier

6 (base, from Spellbook)

3

2

Wizard Lvl 2

2 + INT modifier

8 (+2)

3

3

Wizard Lvl 3

3 + INT modifier

10 (+2)

3

4

2

Wizard Lvl 4

4 + INT modifier

12 (+2)

4

4

3

Wizard Lvl 5

5 + INT modifier

14 (+2)

4

4

3

2

Wizard Lvl 6

6 + INT modifier

16 (+2)

4

4

3

3

Wizard Lvl 7

7 + INT modifier

18 (+2)

4

4

3

3

1

Wizard Lvl 8

8 + INT modifier

20 (+2)

4

4

3

3

2

Wizard Lvl 9

9 + INT modifier

22 (+2)

4

4

3

3

3

1

Wizard Lvl 10

10 + INT modifier

24 (+2)

5

4

3

3

3

2

Wizard Lvl 11

11 + INT modifier

26 (+2)

5

4

3

3

3

2

1

Wizard Lvl 12

12 + INT modifier

28 (+2)

5

4

3

3

3

2

1

Best BG3 Wizard Build: Evocation Overview

Baldurs Gate 3 Best Builds Wizard Half Elf Character Creation

What Makes Evocation the Best BG3 Wizard School?

“Evocation spells focus elemental energy into powerful attacks and enchantments. Those who specialize in this school are known as Evokers.”

All Wizards get access to a list of ridiculously useful out-of-combat spells, but Evocation Wizards specifically hone in on their ability to dish out massive damage in a short amount of time. All Wizards suffer from the lack of easily rechargeable spell slots, but Evocation Wizards can put these limited slots to good use – plus, Arcane Recovery can help when a Long Rest isn’t possible.

The Evocation Wizard is a master of all things related to magical combat, in large part because their offensive spells no longer damage (or affect) allies thanks to the Spell Sculpt passive. Just be sure to pick up Evocation spells to take advantage of the subclass’ passive, which lets melee party members stay in close range of enemies without worrying about an incoming AoE spell.

The Evocation Wizard is one of eight total Schools that players can choose from in selecting a Wizard Subclass.

RELATED: All Baldur’s Gate 3 Cleric Subclasses, RankedThe game’s full release further empowered Wizards with a slew of new abilities, proficiencies, bonuses, and the likes with all of the other Subclasses available. As time goes on, the best Wizard build Subclass could change. But until then, the Evocation Wizard’s ability to protect teammates from their own arcane destruction is really nice at Level 5, when Wizards pick up Fireball.

Evocation Subclass Features – Level By Level

Evocation Wizard Level 2

Evocation Savant

  • Passive Ability
  • Learn Evocation spells for half price

Sculpt Spells

  • Passive Ability
  • Friendly characters take no damage from, and succeed all saving throws against, the caster’s spells

Evocation Wizard Level 6

Potent Cantrip

  • Passive Ability
  • Cantrips still deal half damage when they miss

Evocation Wizard Level 10

Empowered Evocation

  • Passive Ability
  • Add INT modifier to Damage rolls when casting Evocation spells

Best BG3 Wizard Build: Roleplay & Character Creation Choices

BG3 Grymforge Wizard with Mourning Frost

Best BG3 Wizard Race: Githyanki or Half-Elf

The Githyanki are a severely underrated racial choice for most classes, as their innate race spells and Astral Knowledge passive, plus armor and weapon proficiencies, can open up a lot of doors for traditionally non-martial classes. Wizards have no shortage of spells ato choose from, but they can be lacking in spell slots. The improved Mage Hand at Level 1 is a strict upgrade over the default Mage Hand, and it saves a level 1 spell slot. At Level 5, Githyanki gain Misty Step, a normally level 3 spell that can be incredibly valuable for this Spell Slot-starved class.

But aside from useful racial spells, Githyanki give another important benefit to Wizards: armor proficiencies. As a Githyanki Wizard, players can equip Light and Medium armor, a huge AC boost over robes and clothing. The Astral Knowlegde ability can be incredibly useful for Dialogue checks and dice rolls, too.

When it comes down to it, the Githyanki are the best Wizard race BG3 players can choose because it saves players from using Spell Slots, and grants important proficiencies that greatly improve the Wizard’s survivability.

Best Wizard Backgrounds in BG3: Sage or Guild Artisan

Of the backgrounds Wizards can choose in BG3, the Sage is the most obvious choice. It might seem like it’s just a thematic fit, but there’s a gameplay reason the Sage is the best background for Wizards. Choosing the Sage background grants proficiency in History and Arcana checks, two skills that are based on INT, which just makes Wizards that much more effective when making these rolls. Also, Sages tend to trigger Inspiration from typical Wizard activities, like learning new spells, uncovering lost tomes, and otherwise engaging with the mystical forces of the Weave and other forms of magic.

However, if the Arcane lifestyle doesn’t feel right for you, the Guild Artisan arguably offers the best gameplay improvements for Wizards. The Guild Artisan background grants proficiency in Insight and Persuasion, the latter of which Wizards don’t usually have access to on character creation. As Persuasion comes up so often in BG3 dialogues, it can be worth swapping to this Background instead of the Sage.

Best BG3 Wizard Skill Proficiency Choices: Insight and Persuasion

Wizards get to choose two skills from a list of six at character creation, including Arcana, History, Investigation, Insight, Medicine, and Religion. Choosing the Sage background removes History and Arcana from the pool of other skill proficiencies Wizards can learn at Level 1, leaving four choices remaining, while Guild Artisans just lose Insight.

From the six options, be sure to have Insight and Investigation covered. Investigation is incredibly useful while exploring the world and locating items for quests, as it can highlight things before you even see them. Insight is mostly useful for dialogues and telling NPC’s true intentions, but doesn’t come up terribly often. If you already have Insight covered by your background, opt for Arcane or History, whichever suits your character more.

Best Wizard Ability Scores & Stat Distribution, Explained

STR

DEX

CON

INT

WIS

CHA

Base

8

16

14

16

10

10

Modifier

-1

+3

+2

+3

0

0

Feats, Spells, & Leveling Choices For Evocation Wizard Builds

baldurs-gate-3-gale

Class Level

Choices & Recommendations

Level 1

  • Recommended Cantrip Choice
    • Fire Bolt, Ray of Frost, and Mage Hand
  • Recommended Level 1 Wizard Spell Choices
    • Grease, Thunderwave, Mage Armor, Magic Missile

Level 2

  • Subclass Choice
  • Recommended Level 2 Wizard Spell Choices

Level 3

  • Recommended Level 3 Wizard Spell Choices
    • Misty Step, Cloud of Daggers (Replace Chromatic Orb)

Level 4

  • Feat Choice
  • Recommended Cantrip
  • Recommended Level 4 Wizard Spell Choices
    • Detect Thoughts or Crown of Madness

Level 5

  • Recommended Level 5 Wizard Spell Choices

Level 6

  • Recommended Level 6 Wizard Spell Choices
    • Lightning Bolt or Counterspell

Level 7

  • Recommended Level 7 Wizard Spell Choices
    • Glyph of Warding or Wall of Fire/Wall of Stone

Level 8

  • Feat Choice
  • Recommended Level 8 Wizard Spell Choices
    • Ice Storm or Conjure Minor Elemental

Level 9

  • Recommended Level 9 Wizard Spell Choices

Level 10

  • Recommended Cantrip
    • Friends or Minor Illusion
  • Recommended Level 10 Wizard Spell Choices
    • Cone of Cold or Art of War

Level 11

  • Recommended Level 11 Wizard Spell Choices
    • Otto’s Irresistible Dance

Level 12

  • Feat Choice
    • Spell Sniper or Ability Improvement
  • Recommended Level 12 Wizard Spell Choices
    • Globe of Invulnerability or Disintegrate

Best Wizard Equipment: Armor & Accessories In Every Act

Hood of the Weave

This section covers the best equipment for Evocation Wizards in BG3 across all three Acts. Some pieces from early Acts may still be powerful in later ones, though, and will remain equipped through several Acts.

  • Items with bolded names are new options for the build in each Act, and may replace older pieces of equipment.
  • Items with unbolded names must be acquired in earlier Acts, but are strong enough that they don’t need to be replaced in Acts 2 or 3.

Best Evocation Wizard Items & Equipment: Act 1

Name

Effect

Location

Head

Warped Headband of Intellect

  • Raises the wearer’s base INT score to 17

Drops from Lump the Enlightened in the Blighted Village

Cloak

Deathstalker Mantle

  • Grants Expertise in Stealth
  • Wearer can become invisible for two turns upon killing an enemy

Only available to Dark Urge origin characters, after Alfira joins the camp

Chest

Robe of Summer

  • Wearer becomes resistant to Cold damage

Looted from the Hidden Vault in the Druid Grove

Gloves

Bracers of Defence

  • +2 to AC when not wearing any armor, or using a shield

Looted in the hidden cellar of the Blighted Village

Boots

Boots of Speed

  • Grants the Click Heels bonus action, granting disadvantage on incoming Opportunity Attacks and extending movement distance

Purchased from Thulla in the Myconid Colony of the Underdark

Neck

Pearl of Power

  • Grants the Pearlescent Restoration ability, which restores Spell Slots

Purchased from Omeluum in the Myconid Colony

Ring 1

Ring of Arcane Synergy

  • When the wearer deals damage with a Cantrip, they gain Arcane Synergy for two turns

Drops from guards just outside Creche Y’llek in Rosymorn Monastery

Ring 2

Ring of Protection

  • +1 to AC and Saving Throws

Steal the Druid Idol in the Emerald Grove for Mol

Main Weapon

Melf’s First Staff

  • +1 to Spell Save DC and Spell Attacks
  • Grants the Melf’s Acid Arrow spell

Purchased from Blurg in the Myconid Colony

Offhand

N/A

N/A

N/A

Best Evocation Wizard Items & Equipment: Act 2

Name

Effect

Location

Head

Circlet of Mental Anguish

  • When an enemy fails a CHA, INT, or WIS saving throw against one of the wearer’s spells, the wearer regains 1d4 HP

Found in the Mind Flayer Colony on a skeleton

Cloak

Vivacious Cloak

  • When the wearer casts a spell while in melee combat, they gain 7 temporary HP

Found a chest in the Grand Mausoleum in the Gauntlet of Shar

Chest

Robe of Exquisite Focus

Purchased from Araj Oblodra in Moonrise Towers

Gloves

Bracers of Defence

  • +2 to AC when not wearing any armor, or using a shield

Looted in the hidden cellar of the Blighted Village (Act 1)

Boots

Boots of Speed

  • Grants the Click Heels bonus action, granting disadvantage on incoming Opportunity Attacks and extending movement distance

Purchased from Thulla in the Myconid Colony of the Underdark (Act 1)

Neck

Spellcrux Amulet

  • Grants an additional Arcane Spell Slot restoration charge

Drops from The Warden of Moonrise Towers

Ring 1

Ring of Arcane Synergy

  • When the wearer deals damage with a Cantrip, they gain Arcane Synergy for two turns

Drops from guards just outside Creche Y’llek in Rosymorn Monastery (Act 1)

Ring 2

Ring of Mental Inhibition

  • Enemies that fail a Saving Throw against the wearer’s attacks gain Mental Fatigue, penalizing saving throws further

Found in a chest in the House in Deep Shadows

Main Weapon

Melf’s First Staff

  • +1 to Spell Save DC and Spell Attacks
  • Grants the Melf’s Acid Arrow spell

Purchased from Blurg in the Myconid Colony (Act 1)

Offhand

N/A

N/A

N/A

Best Evocation Wizard Items & Equipment: Act 3

Name

Effect

Location

Head

Hood of the Weave

  • +2 Spell Save DC and Spell Attack

Purchased from Mystic Carrion in Philgrave’s Mansion

Cloak

Cloak of the Weave

  • +1 Spell Save DC and Spell Attacks
  • Can Absorb Elemental damage once ever Short Rest, and reflects some in next attack

Purchased from Helsik in the Devil’s Fee, in the Lower City

Chest

Robe of the Weave

  • +1 Spell Save DC and Spell Attacks
  • Successful Saving Throws against incoming effects also heal 1-6 HP

Found in an ultra-secret part of Ramazity’s Tower, below the normally-accessible area

Gloves

Quickspell Gloves

  • Can interchangeably use Bonus Actions as Actions for this turn, once per short rest

Purchased from front desk projection at Sorcerous Sundries in Lower City

Boots

Boots of Speed

  • Grants the Click Heels bonus action, granting disadvantage on incoming Opportunity Attacks and extending movement distance

Purchased from Thulla in the Myconid Colony of the Underdark (Act 1)

Neck

Spellcrux Amulet

  • Grants an additional Arcane Spell Slot restoration charge

Drops from The Warden of Moonrise Towers (Act 2)

Ring 1

Ring of Arcane Synergy

  • When the wearer deals damage with a Cantrip, they gain Arcane Synergy for two turns

Drops from guards just outside Creche Y’llek in Rosymorn Monastery (Act 1)

Ring 2

Ring of Mental Inhibition

  • Enemies that fail a Saving Throw against the wearer’s attacks gain Mental Fatigue, penalizing saving throws further

Found in a chest in the House in Deep Shadows (Act 2)

Main Weapon

Markoheshkir

  • +1 to Spell Save DC and Spell Attacks
  • Grants the ability to negate the spell slot cost of the next spell

Reach the lower level of Ramazith’s Tower – where players meet Lorroakan – and interact with the “Below” symbol

Offhand

N/A

N/A

N/A

Best Wizard Multiclass Choices & Builds

cleric spell bg3 last light inn cropped

Players can choose to Multiclass beginning at Level 2. Look for the “Add Class” button on the top right of the level up overview menu – this will open up a new menu where players can choose one of any other class in Baldur’s Gate 3 when selected.

Fighter Multiclass – Wizard 10/Fighter 2

Allocating two levels into the Fighter class as any class grants access to one of the game’s most powerful class abilities: Action Surge. One of the iconic skills of the Fighter class, Action Surge is a Bonus Action that grants the caster another Action that turn. Action Surge can be used once every short or long rest, granting the Wizard another Action to cast a spell when needed.

The Fighter class does not normally start with this ability, meaning that players must invest two levels into it – and lose out on Level 6 Wizard spells. However, the ability to take two actions in one turn is remarkably strong for casters, and the added armor proficiencies granted by the Fighter class are just the cherry on top.

Cleric Multiclass – Cleric 11/Wizard 1

One of the best features of the Wizard class is its ability to learn abilities from scrolls, but this ability becomes more powerful when paired with another Prepared Spellcaster class, like the Cleric. This multiclass Wizard build is not one that focuses on the Wizard, as only one level is needed to learn from scrolls. Instead, it opts for 11 levels in Cleric, leaving just one in Wizard.

This multiclass choice has little impact on a character’s ability to use high-level spells. Because both classes are Prepared Spellcasters, and the ability to learn from scrolls only requires one level, a Cleric 11 Wizard 1 character will still be able to use Level 6 spells and have Level 6 spell slots unlocked. Players will lose out on Arcane Recovery slots, but lose very few other benefits of both classes. Clerics rely on Wisdom to cast, however, which can lead to competition between Wisdom and Intelligence at every ability score improvement opportunity.

baldurs-gate-3-cover

Baldur’s Gate 3
Released
August 3, 2023

ESRB
M for Mature: Blood and Gore, Partial Nudity, Sexual Content, Strong Language, Violence

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