Best Wizard Builds and Subclasses in Baldur s Gate 3 BG3

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Few classes in Baldur’s Gate 3 match the raw potential of a perfectly built Wizard. Whether you’re shaping reality with devastating spells or outsmarting your foes through strategic subclass choices, the right combination of feats, gear, and magic can turn your character into an unstoppable arcane force.

There’s no single best class in Baldur’s Gate 3, and the game gives you as many opportunities for creative problem solving as it does for punching. Finding the best class really just boils down to how you want to play. Even when playing solo, you’ll still manage the rest of your party, so you’ll get to experiment with multiple classes at once.

Read on to find out everything you need to know about the Wizard class in Baldur’s Gate 3, and learn all about the best Wizard subclass, feats, and build.

Update (April 15): Added details of the new subclass introduced in Patch 8, which also adds cross-play support and a photo mode.


Is Wizard the best class for you in BG3?

The Wizard is perfect for players who enjoy mastering arcane knowledge and adapting their magic to any situation. With access to the largest spell pool in Baldur’s Gate 3, this class offers unmatched versatility, letting you tailor your abilities for offense, defense, or utility. However, Wizards rely on careful positioning and resource management, as their low durability leaves little room for mistakes. If you like strategic gameplay and experimenting with different spell combinations, the Wizard can be one of the most rewarding classes to play.

Wizards are the quintessential caster class in Baldur’s Gate 3 (and D&D in general). They are the academics to a Sorcerer’s natural ability or the Warlock’s otherworldly pact. Wizards have the most spell slots, the largest array of spells they can learn, and the most powerful spells of any class. All of that means you’ll have to manage those spells (and spell slots) carefully.

Wizards aren’t the easiest class to play, but they are the most power magic-users. If what you’re looking for is reality-bending, phenomenal cosmic power, Wizards are the best class for it.


Wizard class features

The Wizard class focuses on mastering arcane magic through study and intelligence. Its core features include Spellcasting, allowing access to a broad range of powerful spells, and Arcane Recovery, which lets you regain expended spell slots after a short rest. Wizards also gain a subclass at level 2, granting unique abilities based on their chosen school of magic. Their spellbook system enables flexible preparation, making them adaptable to different challenges by changing their prepared spells each day.

Hit Points

  • Hit Dice – 1d6
  • Hit Points at 1st level – 6 your Constitution Modifier
  • Hit Points at higher levels – 4 your Constitution Modifier per wizard level after 1st

Cantrips

Wizards start with three cantrips from the Wizard cantrip list.

Baldur’s Gate 3 Wizard Cantrips

Wizard cantrips form the backbone of your spellcasting arsenal in Baldur’s Gate 3, offering unlimited casts for consistent damage, utility, and control. Fire Bolt delivers reliable ranged fire damage, ideal for picking off distant foes. Ray of Frost slows enemies while dealing cold damage, disrupting their movement. Mage Hand handles remote interactions like disarming traps or looting without risk. Shocking Grasp zaps melee targets up close, preventing reactions and adding thunder damage. Chill Touch hampers healing on undead while inflicting necrotic harm, making it a strong pick against common threats.

Cantrip

Description

Acid Splash Throw a bubble of acid that damages each creature it hits.
Blade Ward Take only half the damage from Bludgeoning, Piercing, and Slashing attacks.
Bone Chill Prevent the target from healing until your next turn. An undead target receives Disadvantage on Attack Rolls.
Dancing Lights Illuminate a 9m radius.
Friends Gain Advantage on Charisma Checks against a non-hostile creature.
Light Infuse an object with an aura of light.
Mage Hand Create a spectral hand that can manipulate and interact with objects.
Minor Illusion Create an illusion that compels nearby creatures to investigate.
Poison Spray Project a puff of noxious gas.
Ray of Frost Reduce the target’s movement speed by 3m.
Shocking Grasp The Target cannot use reactions. This spell has Advantage on creatures with metal armor.
True Strike Gain Advantage on your next Attack Roll.

Spells

Wizards start with four spells from the Wizard spell list.

Baldur’s Gate 3 Wizard Spells

Wizard spells in Baldur’s Gate 3 offer unmatched versatility, allowing you to control the battlefield, protect allies, and devastate enemies. Core spells like Mage Armor, Shield, and Magic Missile provide strong early-game defense and damage, while later options such as Fireball, Counterspell, and Wall of Force define your mid- to late-game strength. Utility spells like Detect Thoughts, Fly, and Invisibility add depth outside combat, giving Wizards a powerful mix of offense, defense, and exploration tools ideal for any situation.

Spell

Description

Burning Hands Each flammable target is hit with 3-18 Fire damage.
Charm Person Charm a humanoid to prevent it from attacking you. You gain Advantage on Charisma Checks in dialogue.
Chromatic Orb Hurl a sphere that deals 3-24 Thunder damage and possibly creates a surface on impact. Alternatively, choose a different type of damage.
Color Spray Blind creatures up to a combined 33 hit points.
Disguise Self Magically change all aspects of your appearance.
Expeditious Retreat Gain Dash immediately and as a bonus action on each of your turns until this spell ends.
False Life Gain 7 temporary hit points.
Feather Fall You and nearby allies gain Immunity to Falling Damage.
Find Familiar Summon a familiar, a fey spirit that takes an animal form of your choosing.
Fog Cloud The cloud Blinds and Heavily Obscures creatures within it.
Grease Cover the ground in grease, slowing creatures within and possibly making them fall Prone.
Ice Knife Throw a shard of ice that deals 1-10 Piercing damage. It explodes and deals 2-12 Cold damage to anyone nearby. It leaves an ice surface.
Enhance Leap Triple a creature’s jumping distance.
Longstrider Increase a creature’s movement speed by 3m.
Mage Armor Protect a target from attacks: increase its Armor Class to 13 its Dexterity modifier.
Magic Missile Shoot 3 magical darts, each dealing 2-5 Force damage. They always hit their target.
Protection from Evil and Good Protect an ally against the attacks and powers of abberations, celestials, elementals, fey, fiends, and undead.
Ray of Sickness Possibly Poisons the target.
Shield When you are about to be hit by an enemy, increase your Armor Class by 5. You take no damage from Magic Missile.
Sleep Put creatures into magical slumber. Select targets up to a combined 24 hit points.
Tasha’s Hideous Laughter Leave a creature Prone with laughter, without the ability to get up.
Thunderwave Release a wave of thunderous force that pushes away all creatures and objects.
Witch Bolt Link yourself to a target with a bolt of lightning. Deal an additional 1-12 Lightning damage each turn by activating it.

Actions

  • Arcane Recovery – Replenish spell slots while out of combat. You cannot restore spell slots above 5th level.

Features

  • Gain two level 1 spell slots, which are restored on a Long Rest.

Proficiencies

  • Weapons – Daggers, Quarterstaffs, Light Crossbows
  • Saving Throws – Intelligence and Wisdom
  • Skills – Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion

Wizard subclasses

Wizard subclasses in Baldur’s Gate 3 define how a spellcaster approaches magic, offering unique playstyles and strengths. The Evocation School focuses on dealing massive elemental damage while protecting allies, making it great for explosive combat. The Abjuration School excels in defensive magic and survivability through protective wards. The Illusion and Enchantment Schools favor control and deception, ideal for players who value strategy and manipulation. For those seeking versatility, the Divination School’s Portent feature provides unmatched control over dice outcomes, giving Wizards more reliability in battle.

The Wizard has a total of nine subclasses, which are unlocked at level two. When you reach level two, you’ll choose an arcane tradition that revolves around a school of magic.

Abjuration

The School of Abjuration focuses on protection and banishing. Abjurers protect the weak and exorcise evil spirits. 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

The School of Conjuration focuses on creating objects and creatures from nothing, as well as spells of transportation. Conjurers will gain one subclass feature and one action:

  • 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. It extinguishes exposed flames and forms a water surface.

Divination

The School of Divination uses magic to clearly see the past, present, and future, while also being able to sculpt time itself. Diviners gain two subclass features:

  • 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

The School of Enchantment revolves around bending the will of those around you through charms and alterations. Enchanters gain one subclass feature and one action:

  • Enchantment Savant – Learning Enchantment spells from scrolls costs half as much, becoming 25 gold pieces per spell level.
  • Hypnotic Gaze – Charm and Incapacitate a creature. It cannot attack you. It cannot act.

Evocation

The School of Evocation utilizes elemental energy to create powerful attacks. Evokers gain two subclass features:

  • Evocation Savant – Learning Evocation spells from scrolls costs half as much, becoming 25 gold pieces per spell level.
  • Scult Spells – Create pockets of safety within your Evocation spells. Allies automatically succeed their Saving Throws against these spells and take no damage from them.

Illusion

The School of Illusion uses trickery to make your wildest dreams seem like a reality. Illusionists gain one subclass feature and one cantrip:

  • 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

The School of Necromancy controls life, death, and undeath. Necromancers can manipulate life energy to seemingly bring back the dead. 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 and constructs are unaffected.

Transmutation

The School of Transmutation can change the world around you as you know it. Not only can Transmuters transform physical objects, but they can also alter mental qualities. Transmuters will gain two subclass features:

  • 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.

Bladesinging

Added in April 2025’s Patch 8, the Bladesinging subclass for Wizards lets you mix in a bit more melee with your magic. You’ll gain proficiency with light armor and a one-handed weapon. You’ll also get Bladesong that buffs your speed, AC, Dexterity, and Constitution for one minute.


Best Wizard subclass and build in BG3

The Evocation subclass stands out for Wizards in Baldur’s Gate 3, channeling raw arcane power through spells like Fireball and Chain Lightning while shielding allies from friendly fire. Pair it with high Intelligence, selecting feats such as Ability Improvement to boost spell save DC and Resilient Constitution for better concentration. Key ability scores prioritize Intelligence at 17, Dexterity 14, and Constitution 16, with spells including Counterspell, Haste, and Wall of Fire for battlefield control. This setup maximizes damage output and survivability, dominating encounters from Act 1 through the final boss.

Baldur’s Gate 3 races don’t really have any direct impact on your class, but certain races and subraces come with features that play well with certain classes like extra movement or proficiency with certain weapons. For Wizards, it’s best to focus on armor proficiencies (since you get none from your class) and racial cantrips (to save on your known spells and your spell slots):

  • All three Tiefling subraces get a cantrip.
  • High Elves, High Half-Elves, Drow, and Drow Half-Elves all get a cantrip of your choice. Half-Elves also get light armor and shield proficiency
  • Shield Dwarves get Dwarven Armor Training that gets you proficiency with light and medium armor
  • Humans‘ Civil Militia gets you proficiency with light armor and shields
  • Githyanki not only get light and medium armor proficiency (along with some good weapons), they also get to cast an invisible version of the Mage Hand cantrip

When you’re creating and leveling up your Wizard, Intelligence (for spellcasting) is your most important stat. Your second most important stat kind of depends on how you play outside of combat, but Constitution is also a good option for the hit points – like Sorcerers and Warlocks, Wizards don’t have great HP. Make Intelligence your highest stat and Constitution your second highest.

You’ll pick your Wizard subclass – your school of magic – at level 3. It’s an intimidating choice with eight schools to choose from. The school you choose, though, doesn’t lock you out of other schools’ spells. Really, it just determines the cost of scribing spells from scrolls. For maximum damage output, go with Evocation (or Necromancy if you’re feeling saucy).


Best Wizard feats in BG3

War Caster stands out for Wizards, granting advantage on concentration saves to maintain spells like Haste amid combat chaos. Resilient (Constitution) bolsters hit points and saves, ensuring you survive frontline skirmishes. Alert boosts initiative by 5 and prevents surprise, letting you unleash Fireball before enemies react. Tough adds raw durability with extra hit points per level, while Elemental Adept (Fire) ignores fire resistance, amplifying your signature spells against tough foes. These feats turn fragile casters into resilient powerhouses.

Every four levels, you’ll get the option to either increase your stats or choose a Feat. Feats are special talents that add features to your character. If you’re happy with your stats and start taking Feats, Wizards can benefit from:

  • Durable. Your Constitution increases by 1, to a maximum of 20. You regain full hit points each time you take a Short Rest.
  • Elemental Adept. Your spells ignore Resistance to a damage typ eof your choice. When you cast spells of that type, you cannot roll a 1.
  • Spell Sniper. You learn a cantrip, and the number you need to roll a Critical Hit while attacking is reduced by 1. This effect can stack.
  • War Caster. You gain Advantage on Saving Throws to maintain Concentration on a spell. You can also use a reaction to cast Shocking Grasp at a target moving out of melee range.

Which Wizard subclass gives highest single-target damage late game

Evocation Wizard delivers the highest single-target damage for Wizards in Baldur’s Gate 3 late game. Its features like Potent Cantrip (adding INT mod to cantrip damage) and Empowered Evocation (extra INT mod on evocation spells) supercharge spells such as Disintegrate, Magic Missile, and Fire Bolt, outpacing other subclasses in raw output.โ€‹

Why Evocation Excels

Evocation boosts consistent single-target options beyond AoE, with late-game spells hitting harder through subclass passives. Necromancy relies more on summons for indirect damage, while Divination offers utility over direct DPS.โ€‹

Key Late-Game Spells

Prioritize Disintegrate (10d6+40 force, instakill on reduce to 0 HP), Chain Lightning (with single-target focus via positioning), and upcast Magic Missile. Cantrips like Fire Bolt scale massively with subclass bonuses.โ€‹

Which spells scale best for single-target damage at high levels

Disintegrate and Magic Missile scale best for single-target damage at high levels in Baldur’s Gate 3. Disintegrate (6th-level spell) delivers 10d6+40 force damage, with its instakill effect on reducing HP to 0 making it devastating against bosses, and upcasting adds even more dice for massive output. Magic Missile auto-hits with multiple darts (up to 11 at 9th level), scaling perfectly by focusing all damage on one target without miss chance, ideal for Evocation Wizards via subclass bonuses.โ€‹โ€‹

Other Strong Scalers

Scorching Ray excels through extra rays (up to 10 beams at 9th level for 20d6 fire), each targetable on a single foe for reliable high-level bursts, especially with elemental flexibility. Fire Bolt cantrip grows to 4d10 at level 17, boosted by Evocation’s Potent Cantrip for consistent filler damage without spell slots.โ€‹

Optimization Tips

Combine with Haste for extra actions or Critical Hit gear to multiply dice rolls. These outperform alternatives like Finger of Death due to BG3’s level cap at 12, favoring scalable, upcastable options over one-shot nukes.โ€‹โ€‹

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Usman Ahmed

His gaming journey began with a fierce RuneScape addiction. He now proudly puts the unique linguistic skills honed from countless hours in that classic MMORPG to good use for the blog.

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