Baldur’s Gate 3: The Best Wizard Subclasses Ranked, Skills, and More

Baldur’s Gate 3: Best Wizard Subclasses Ranked and Skills

1. Summon:

In summoning, the wizard gains two basic abilities at second level: “Summoning Expertise” and “Sculpture Spell.” The former significantly reduces the cost of writing summoning spells into a spellbook. Meanwhile, the “Carving Spell” allows them to protect allies from the harmful effects of summoning spells.

After reaching sixth level, wizards can further enhance their abilities through “greater cantrips.” This powerful feature ensures that targets hit by the cantrip take half damage even if they successfully save against the cantrip’s effects. This proves to be extremely valuable for consistently dealing reliable cantrip damage.

Summoning mages’ mastery reaches its peak when they reach Enhanced Summoning, allowing them to enhance their damage-dealing abilities by incorporating their Intelligence modifier into the damage rolls of all summoning spells.

2. Summon:

In Conjuration, a wizard unlocks two basic abilities upon reaching second level: “Conjuration Expertise” and “Minor Conjuration: Create Water.” The former simplifies their learning process by allowing them to transcribe spells into spellbooks at half the cost.

This latter power allows them to create water as an action per short rest, mirroring the effect of the “create water” component found in the spell “Create or Destroy Water.” After advancing to sixth level, Summoning Mages delve into Benign Transposition: Teleportation. This tactical maneuver proves useful in rescuing the wizard from dangerous situations, as well as strategically deploying a stronger companion to Invaluable against imminent threats.

After reaching level 10, a conjurer gains access to Concentration, a skill that increases the conjurer’s concentration when casting conjuration spells. This protection becomes particularly beneficial as it protects the wizard’s focus and ensures that the allies they summon remain intact and effective even in the face of unexpected attacks, thus solidifying the summoned wizard’s battlefield prowess.

3. Commandments:

For abjuration, the wizard gains “Abjuration Scholar” and “Arcane Ward” upon reaching second level. The former helps incorporate abjuration spells into the spellbook, costing 25gp per spell level instead of 50gp, while the latter provides the mage with a 3HP shield each time he casts an abjuration spell of 1st level or higher.

At sixth level, abduction mages gain the “Projected Ward” skill, allowing them to spend points in Arcane Ward to mitigate damage from attacks to nearby allies. At tenth level, abjuration wizards gain “Improved Protection,” allowing them to increase the potency of arcane wards during a short rest.

4. Enchantment:

In the School of Enchantment, wizards gain the “Enchantment Scholar” and “Hypnotic Gaze” abilities upon reaching the second level. “Enchantment Experts” help inscribe enchantment spells into their spellbooks at a reduced cost (half the standard price). Meanwhile, “Hypnotic Gaze” allows them to ensnare enemies at close range, hindering their movement and attacks by failing Wisdom saving throws.

Upon reaching sixth level, enchantment wizards unlock “Instinctive Charm,” allowing them to respond to an attacker’s attacks by redirecting them to another target in a charming way. This skill proves to be invaluable in deflecting threats away from the mage. At tenth level, enchantment wizards gain access to “split enchantment,” allowing their single-target enchantment spells to include an additional creature.

5. Necromancy:

When the wizard reaches 2nd level, Necromancy grants the wizard the Necromancy Adept and Harsh Harvest proficiencies. “Necromancy Savant” significantly reduces the cost of writing Necromancy Spells by half. Additionally, “Grim Harvest” allows them to regain health when destroying a creature with a level spell. The amount of hit points restored is equal to the spell slot multiplied by two, or three times if the spell is necromancy.

Upon reaching level six, the Necromancer unlocks the talents “Undead Slaves: Extra Undead” and “Undead Slaves: Better Summons.” The former allows them to resurrect an additional corpse when casting the Raise Dead spell, thus enhancing their summoning abilities. The latter empower their undead allies by granting them extra hit points equal to the wizard’s level, and their damage rolls are enhanced by increases in the wizard’s proficiency bonus.

6. Divination:

In the Divination School, after the wizard reaches the second level, he will receive the “Divination Scholar” and “Omen” talents. “Adept of Divination” allows them to record divination spells in their spellbook at half the standard cost, while “Omen” lets them randomly roll two “Omen dice” after a long rest.

These dice can be used in place of attack rolls or saving throws within 9 meters, allowing the Divination Wizard to substitute favorable or unfavorable numbers through reactions to aid allies or hinder enemies. After reaching the sixth level, the divination wizard will gain the “Expert Divination” skill.

After a short rest, they receive a “prophecy” that, once fulfilled, allows them to replenish their spent Omen dice. These prophecies include goals such as defeating a specific opponent or causing a specific type of damage. At 10th level, a divine wizard gains “Third Eye: Darkvision” and “Third Eye: Seeing the Invisible.”

7. Illusion:

Secondary illusions are given to “Illusion Expert” and “Improved Small Illusion”. The former halves the cost of writing an illusion spell in a spellbook, while the latter enhances the “minor illusion” spell by allowing it to be cast as a bonus action while being silenced and remaining hidden.

Upon reaching sixth level, illusion mages gain the ability to “see invisible”, which allows them to spot hidden enemies and potentially expose them to allies. At 10th level, phantom mages gain “phantom self”, allowing them to summon phantom clones to intercept incoming attacks.

This action will cause the attack to automatically fail and the double to disappear immediately.

8. Transmutation:

Transmutation provides “Transmutation Expertise” and “Experimental Alchemy”. The former reduces the transmutation spell’s scribal cost by half, while the latter allows them to create more alchemical solutions with a successful DC15 Medicine check during alchemy. Perfect for potions lovers.

After reaching level six, the Transformation Mage will receive a “Transformation Stone”. This produces magical stones that grant effects such as resistance to damage types, darkvision, increased movement, or proficiency in Constitution saving throws. Players can take advantage of the current glitch to stack Transformation Stones to gain a variety of benefits. At level 10, they unlock the “Shapechanger”, transforming into a blue jay and flying 10 times.

What is the best subclass in The Witcher BG3?

The Necromancy subclass stands out in Baldur’s Gate 3 as the first choice for wizards. This option provides a compelling advantage with its powerful passive ability, enhancing the impact of high-damage spells in the game. This unique feature not only increases your offensive potential, but also provides a way to heal and endure in combat, giving you a distinct advantage in combat scenarios.

When looking for the most effective wizard subclass, the necromancy option dominates the scene. It offers a combination of strong damage-dealing power and the ability to sustain yourself in challenging battles. The accompanying image shows a wizard casting necromancy, further emphasizing the significant impact of this subgenre.

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