In Baldur’s Gate 3, Wizard builds that take the Evocation subclass will gain more damaging spells and prevent themselves from hurting party members.
In Baldur’s Gate 3, there are a few spellcasting-based classes that players can choose from – classes that really thrive when normal weapons are taken out of the equation. The Wizard is arguably the most popular Dungeons and Dragons spellcasting class, thanks to the wide range of spells they can cast. In Baldur’s Gate 3, the wizard’s diversity makes it difficult to pin down his best build.
In the early access version of Baldur’s Gate 3, there were only two wizard subclasses (or schools) to choose from: Evocation, and Abjuration. Since Evocation focuses almost exclusively on damage output, it’s the perfect Wizard build to follow. Although the full version of the game quadrupled the number of subclasses available to Wizards, Evocation remains the best pure Wizard build in Baldur’s Gate 3.
Updated 27 Jan 2024 by Erik Petrovich: Character creation should not necessarily involve spending time choosing if you want to choose, but choosing to struggle for you and outside of you. Long-term effects on the effects. In addition to choosing the best wizard following classes, and abilities, players get to choose from their characters’ skills and backstory choices. The best wizard backgrounds are those that combine normal wizard gameplay with no marketable work or wizard expertise in class useful skills. After choosing a background, players then choose from a list of starting skills, which may be much better than others for building a BG3 Beast Wizard. This guide has been updated to include more details and information on the best wizard skills and background choices, along with some other changes to learning abilities.
Introduction and Summary of the Wizard Class
Wizard Playstyle and Distinctive Skills
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 the class effective no matter the party. Melee wizards are nearly impossible to create, but their spells can be adapted for many different functions in combat: Evocation Wizards focus on damage, and Illusion Wizards focus on tricking and deceiving enemies. , and Necromancy Wizards summon and control the dead, as one might. expectation
Due to their vast store of knowledge, and ability to change spells drawn from their entire available list of spells at any time outside of battle, wizards are generally the most versatile and useful class in Baldur’s Gate 3. Considered. Can learn new spells directly from the scroll instead of waiting to level up, which costs gold. But this cost is reduced if the spell is compatible with one’s chosen BG3 wizard subclass, or school.
Subclasses of Wizards
- 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.
Proficiencies in Wizard Class
- 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
Features of the Wizard Class & Proficiency Bonus – Level by Level
Class Feature | Proficiency Bonus | |
---|---|---|
Wizard Lvl 1 | Spellcasting Arcane Recovery: Strength 1Restores Spell Slot up to Level 1 once per Long Rest | +2 |
Wizard Lvl 2 | Subclass Choice | +2 |
Wizard Lvl 3 | Arcane Recovery: Strength 1Restores Spell Slot up to Level 1 once per Long Rest | +2 |
Wizard Lvl 4 | Feat Choice | +2 |
Wizard Lvl 5 | Arcane Recovery: Strength 1Restores Spell Slot up to Level 1 once per Long Rest | +3 |
Wizard Lvl 6 | Subclass Feature | +3 |
Wizard Lvl 7 | Arcane Recovery: Strength 1Restores Spell Slot up to Level 1 once per Long Rest | +3 |
Wizard Lvl 8 | Feat Choice | +3 |
Wizard Lvl 9 | Arcane Recovery: Strength 1Restores Spell Slot up to Level 1 once per Long Rest | +4 |
Wizard Lvl 10 | Subclass Feature | +4 |
Wizard Lvl 11 | Arcane Recovery: Strength 1Restores Spell Slot up to Level 1 once per Long Rest | +4 |
Wizard Lvl 12 | Feat Choice | +4 |
Level-by-Level Wizard Spell Slots & Prepared Spells
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
Why Is Evocation the Greatest Wizard School in Baldur’s Gate 3?
All Wizards have access to a list of ridiculously useful combat spells, but Evocation Wizards especially live up to their ability to dish out massive amounts of damage in a very short amount of time. All wizards suffer from a lack of easily rechargeable spell slots, but Evocation Wizards can put those limited slots to good use – plus, Arcane Recovery can help when long rests aren’t possible.
The Evocation Wizard is adept at all things magical combat, in large part because their offensive spells no longer damage (or affect) allies thanks to the Spell Sculpt passive. Be sure to pick up Evocation spells to take advantage of the subclass passive, which allows melee party members to stay close to enemies without worrying about an incoming AoE spell.
Evocation Wizard is one of a total of eight schools from which players can choose the Wizard subclass.
The full release of the game further empowered Wizards with many new abilities, skills, bonuses, and all the other available subclasses. As time goes on, the best wizard build subclass can change. But until then, Evocation Wizard’s ability to save teammates from their own catastrophic destruction is really good at level 5, when Wizards pick up Fireball.
Features of the Evocation Subclass – Level by Level
Evocation Wizard Level 2 | Evocation Savant .Passive AbilityLearn .Learn Evocation spells for half-price Sculpt Spells .Passive Ability .Friendly characters take no damage and succeed in 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 |
The Greatest BG3 Wizard Build: Roleplaying & Character Development Options
Which Wizard Race in Baldur’s Gate 3 is better? Githyanki or Half-Elf?
The Githyanki is an underrated racial choice for most classes, as their innate race spells and Astral Knowledge passive, as well as armor and weapon skills, can open many doors for traditionally non-martial classes. Wizards have no shortage of spells to choose from, but they can be short on spell slots. Improved Mage Hand at level 1 is a drastic upgrade over the default mage hand, and it saves a level 1 spell slot. At level 5, Githianki gains Misty Step, a typically level 3 spell that can be incredibly valuable for this spell slot-hungry class.
But in addition to useful racial spells, Githyanki gives wizards another important advantage: weapon mastery. As a Githyanki wizard, players can equip light and medium armor, which gives a huge AC boost to clothing and clothing. The Astral Knowledge ability can also be incredibly useful for dialog checks and dice rolls.
When it comes down to it, Githyanki is the best wizard race BG3 players can choose because it saves players from having to use spell slots, and provides important skills that greatly improve wizard survivability.
The Greatest Wizard Backgrounds in BG3: Guild Artist or Sage
Sage is the most obvious choice among wizard backgrounds in Baldur’s Gate 3. It seems like it’s just a thematic fit, but there’s a reason the gameplay is such a great background for Sage Wizards. Choosing a sage background grants proficiency in History and Arcana checks, two skills that are based on INT, making mages more effective when making these rolls. Also, sages are inspired by normal wizard activities, such as learning new spells, uncovering lost tomes, and otherwise engaging with the mystic powers of the Vive and other forms of magic.
However, if the Arcane lifestyle doesn’t feel right for you, Guild Artisan offers arguably the best gameplay improvement for mages. A Guild Artisan background provides insight and skills in persuasion, the latter of which wizards typically do not have access to in character creation. Since persuasion comes up often in BG3 dialogues, it might be worth switching to this background instead of Sage.
The Two Best BG3 Wizard Skill Proficiency Options Are Persuasion and Insight
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 skill pool of other skills Sorcerers can learn at level 1, leaving four choices, while Guild Artisans only lose Insight.
Of the six options, be sure to cover insight and investigation. Investigation is incredibly useful when exploring the world and locating items to find, as it can highlight things before you see them. Insight is useful for most conversations and conveying NPC’s true intentions, but it doesn’t come up very often. If you already have Insight covered in your background, choose Arcane or History, whichever suits your character.
The Distribution of Stats and the Best Wizard Ability Scores, Defined
STR | DEX | CON | INT | WIS | CHA | |
Base | 8 | 16 | 14 | 16 | 10 | 10 |
Modifier | -1 | +3 | +2 | +3 | 0 | 0 |
Best Practices, Magic, & Leveling Options for Evocation Wizard Combinations
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: Evocation School Recommended Level 2 Wizard Spell Choices: Chromatic Orb |
Level 3 | Recommended Level 3 Wizard Spell Choices: Misty Step, Cloud of Daggers (Replace Chromatic Orb) |
Level 4 | Feat Choice: Alert or Spell Sniper Recommended Cantrip: Dancing Lights or Light Recommended Level 4 Wizard Spell Choices: Detect Thoughts or Crown of Madness |
Level 5 | Recommended Level 5 Wizard Spell Choices: Fireball |
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: Alert or War Caster Recommended Level 8 Wizard Spell Choices: Ice Storm or Conjure Minor Elemental |
Level 9 | Recommended Level 9 Wizard Spell Choices: Conjure Elemental |
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 |
Top Wizard Equipment: Armor & Accessory Items for Each Act
This section covers the best equipment for Evocation Wizards in Baldur’s Gate 3 in Act Three. Some pieces from early acts can still be powerful later, though, and will remain equipped through several acts.
- Items with bold names are new options to build in each act and can replace old pieces of equipment.
- Items with non-bold names must be obtained in the first act, but are strong enough that they do not need to be changed in act 2 or 3.
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 StealthWearer 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 | The 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 AttacksGrants the Melf’s Acid Arrow spell | Purchased from Blurg in the Myconid Colony |
Offhand | N/A | N/A | N/A |
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 | +1 to Spell Save DC | 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 AttacksGrants the Melf’s Acid Arrow spell | Purchased from Blurg in the Myconid Colony (Act 1) |
Offhand | N/A | N/A | N/A |
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 AttacksCan 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 AttacksSuccessful 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 AttacksGrants 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 |
Top Wizard Multiclass Selections & Structures
Wizard 10-Fighter 2-Fighter Multiclass Fighter
Allocating two levels to the fighter class because either class gives access to one of the most powerful class abilities in the game: Action Surge. One of the popular skills of the Fighter class, Action Surge is a bonus action that gives the caster another action that changes. Action Surge can be used once per short or long rest, giving the wizard another action to cast a spell if needed.
The fighter class doesn’t usually start with this ability, meaning players must invest two levels into it – and lose out on a level 6 wizard spell. However, the ability to take two actions in one turn is remarkably strong for casters, and the additional armor skills granted by the fighter class are just the cherry on top.
Cleric 11/Wizard 1 in Cleric Multiclass
One of the best features of the wizard class is the ability to learn abilities from scrolls, but this ability becomes even more powerful when paired with another evolved spellcaster class like the cleric. This multi-class wizard build is not one that focuses on wizards, as scrolls only require one level to learn. Instead, it selects 11 levels in Cleric, leaving only one in Wizard.
This multiclass choice has little effect on the character’s ability to use high-level spells. Since both classes are ready spellcasters, and the ability to learn from scrolls requires only one level, a Cleric 11 Wizard 1 character will still be able to use 6th level spells and have 6th level spell slots unlocked. will make. Players will lose the Arcane Recovery slots but very few other benefits of both classes. Clerics rely on Wisdom to cast, however, which can lead to competition between Wisdom and Intelligence for the chance to improve each ability score.