Baldur's Gate 3: The Best Wizard Subclasses Ranked, Skills, and More
by M Nishali | Updated Aug 28, 2023
Baldur's Gate 3: The Best Wizard Subclasses Ranked and Skills
1. Evocation:
In the Evocation, Wizards acquire two essential abilities at the second level: "Evocation Savant" and "Sculpt Spells." The former significantly reduces the cost of inscribing evocation spells into their spellbook. Meanwhile, "Sculpt Spells" empowers them to shield allies from the detrimental effects of their Evocation spells.
Upon reaching level six, Wizards further enhance their capabilities with "Potent Cantrip." This potent feature ensures that targets hit by cantrips endure half damage even if they successfully save against the cantrip's effects. This proves invaluable for consistently dealing with reliable cantrip damage.
The pinnacle of their mastery arrives at level ten as Evocation Wizards attain "Empowered Evocation," enabling them to amplify their damage-dealing prowess by incorporating their intelligence modifier into the damage rolls of all evocation spells.
2. Conjuration:
In Conjuration, Wizards unlock two essential abilities when reaching the second level: "Conjuration Savant" and "Minor Conjuration: Create Water." The former allows them to transcribe conjuration spells into their spellbook at a reduced cost of half, streamlining their learning process.
The latter power enables them to generate water as an action once per short rest, mirroring the effect of the "Create Water" component found in the spell "Create or Destroy Water. Upon advancing to the sixth level, Conjuration Wizards delve into "Benign Transposition: Teleport".This tactical maneuver proves invaluable for extricating the Wizard from perilous situations and strategically positioning a sturdier comrade to confront imminent threats.
Upon reaching level ten, Conjuration Wizards gain access to "Focused Conjuration," a skill that fortifies the Conjurer's concentration while engaged in Conjuration Spells. This protection becomes particularly advantageous as it safeguards the Wizard's concentration, ensuring their summoned allies remain intact and effective even in the face of unexpected attacks, thus solidifying the Conjuration Wizard's battlefield prowess.
3. Abjuration:
Abjuration, Wizards acquire "Abjuration Savant" and "Arcane Ward" upon reaching the second level. The former facilitates the inclusion of Abjuration Spells into their spellbook at a cost of 25gp per spell level instead of 50gp, while the latter provides the Wizard with a 3HP shield each time they cast an Abjuration spell of level 1 or higher.
At the sixth level, Abjuration Wizards gain the skill "Projected Ward," enabling them to expend points from their Arcane Ward to mitigate damage sustained by nearby allies from an attack. By level ten, Abjuration Wizards obtain "Improved Abjuration," allowing them to enhance the potency of their Arcane Ward during a short rest.
4. Enchantment:
Enchantment School, Wizards acquire the proficiencies "Enchantment Savant" and "Hypnotic Gaze" upon attaining the second level. "Enchantment Savant" facilitates the inscription of Enchantment spells into their spellbook at a reduced cost, half of the standard price. Meanwhile, "Hypnotic Gaze" empowers them to ensnare a foe within close quarters, impeding their movement and attacks through a Wisdom saving throw failure.
Upon reaching the sixth level, Enchantment Wizards unlock "Instinctive Charm," enabling them to charmingly redirect an assailant's aggression towards another target as a reaction. This skill proves invaluable in diverting threats away from the Wizard. By the tenth level, Enchantment Wizards access "Split Enchantment," allowing their single-target Enchantment spells to encompass an additional creature.
5. Necromancy:
Necromancy bestows upon Wizards the proficiencies "Necromancy Savant" and "Grim Harvest" when reaching the second level. "Necromancy Savant" significantly reduces the cost of scribing Necromancy Spells by half. Additionally, "Grim Harvest" enables them to regain hit points whenever they eliminate a creature using a leveled spell. The HP restored equals the spell slot's value multiplied by two, or tripled if the spell was of the Necromancy type.
Upon attaining the sixth level, Necromancy Wizards unlock the talents "Undead Thralls: Additional Undead" and "Undead Thralls: Better Summons." The former allows them to raise an extra corpse when casting the spell "Raise Undead," enhancing their summoning capabilities. The latter augments their undead allies by granting bonus hit points equivalent to the Wizard's level, and their damage rolls are bolstered by the addition of the Wizard's proficiency bonus.
6. Divination:
Divination School, Wizards acquire the talents "Divination Savant" and "Portent" upon reaching the second level. "Divination Savant" enables them to record Divination spells in their spellbook at half the standard cost, while "Portent" grants them two "Portent Dice" rolled randomly after a long rest.
These dice can be employed to replace attack rolls or saving throws within a 9-meter range, providing the Divination Wizard with the ability to substitute advantageous or unfavorable numbers via a reaction to aid allies or hinder foes. Upon attaining the sixth level, Divination Wizards access the skill "Expert Divination."
After a short rest, they receive a "prophecy" that, when fulfilled, allows them to replenish spent Portent Dice. These prophecies encompass objectives like defeating specific adversaries or inflicting particular types of damage. At the tenth level, Divination Wizards acquire "Third Eye: Darkvision" and "Third Eye: See Invisibility."
7. Illusion:
Illusion at level two bestows "Illusion Savant" and "Improved Minor Illusion." The former halves the expense of scribing Illusion spells in the spellbook, while the latter enhances the "Minor Illusion" cantrip by enabling it to be cast as a Bonus Action, while silenced, and while remaining hidden.
Progressing to level six, Illusion Wizards gain the ability to "See Invisibility" as an action, allowing them to spot hidden foes and potentially reveal them to allies. At level 10, Illusion Wizards acquire "Illusory Self," permitting them to conjure an Illusory Double in reaction to intercept an incoming attack.
This maneuver causes the attack to miss automatically, with the double vanishing instantly.
8. Transmutation:
Transmutation provides "Transmutation Savant" and "Experimental Alchemy." The former cuts scribing costs for Transmutation spells in half, while the latter lets them create more alchemical solutions through successful DC15 Medicine Checks during alchemy. Ideal for potion enthusiasts.
Progressing to level six, Transmutation Wizards gain "Transmuter's Stone." This creates magical stones granting effects like resistance to damage types, Darkvision, increased movement, or Constitution Saving Throw proficiency. Players can exploit a current glitch to stack Transmuter's Stones for multiple benefits. At level ten, they unlock "Shapechanger," morphing into a Bluejay for 10 turns of flight.
What is the Best Subclass for Wizard BG3?
The Necromancy subclass stands out as the premier choice for Wizards in Baldur's Gate 3. This selection offers a compelling advantage with its powerful passive ability, enhancing the impact of high-damage spells in the game. This unique feature not only elevates your offensive potential but also provides a means to heal and endure through battles, granting you a distinct edge in combat scenarios.
When seeking the most effective Wizard subclass, the Necromancy option reigns supreme. It delivers a combination of potent damage-dealing abilities and the capacity to sustain yourself during challenging fights. The accompanying image showcases a Wizard casting a Necromancy spell, further emphasizing the substantial impact of this subclass.
Baldur's Gate 3
"Baldur's Gate 3" is a captivating role-playing video game developed and published by Larian Studios, marking the third main entry in the esteemed Baldur's Gate series. Drawing inspiration from the renowned Dungeons & Dragons tabletop role-playing system, the game offers an immersive and dynamic experience for players.
Set in the year 1492 DR, the game embarks on a tale that unfolds over the course of three acts. As players delve into a world scarred by intrigue and magical mysteries, they navigate a branching narrative that keeps core story elements consistent while allowing for diverse player choices and outcomes.
The game seamlessly blends rich storytelling with turn-based combat mechanics, reminiscent of Larian's previous hits, Divinity: Original Sin and Divinity: Original Sin II. Its complex world, intricate character interactions, and the infusion of the D&D 5th Edition ruleset create a compelling gameplay experience that has garnered praise for its depth, engaging narrative, and strategic combat.
With a sprawling canvas of fantastical landscapes, intricate plotlines, and memorable characters, "Baldur's Gate 3" captures the essence of traditional role-playing games while embracing modern gaming technologies. Players create and control characters, forming parties to navigate through challenging quests, uncover hidden secrets, and confront powerful adversaries.
Baldur's Gate 3 Gameplay
Baldur's Gate 3 delivers an immersive role-playing adventure through a combination of single-player and cooperative multiplayer elements. Players have the freedom to shape their journey by creating and controlling one or more characters, assembling a diverse party from pre-generated options or customized creations.
For those seeking collaborative experiences, the game offers online multiplayer, allowing players to join forces with friends in pursuit of their quests.The gameplay mechanics pay homage to the series' legacy, featuring turn-based combat reminiscent of Larian Studios' previous acclaimed titles like Divinity: Original Sin and Divinity: Original Sin II.
In line with the rules of Dungeons & Dragons 5th Edition, combat encounters are strategic and methodical, adding depth to battles and emphasizing tactical decision-making. This combination of storytelling, character interaction, and strategic combat creates a dynamic gameplay environment that caters to both individual adventurers and cooperative exploration, making Baldur's Gate 3 a captivating and immersive role-playing experience.
Baldur's Gate 3 Trailer
Baldur's Gate 3: The Best Wizard Subclasses, Ranked, Skills - FAQs
The best Wizard subclasses in Baldur's Gate 3 are Evocation, Conjuration, Abjuration, Enchantment, Necromancy, Divination, Illusion, and Transmutation.
The Evocation subclass excels in dealing powerful offensive damage with abilities like Sculpt Spells, Potent Cantrip, and Empowered Evocation.
The Necromancy subclass offers life-draining spells, revival abilities, and Necrotic damage resistance, providing a combination of damage and survivability.
Baldur's Gate 3 blends traditional storytelling and modern gaming technologies, offering turn-based combat, branching narratives, and immersive character interactions.
The Necromancy subclass features a potent passive ability that enhances damage spells and provides healing, offering a strategic advantage in battles and making it a top choice for Wizard players.