wizard

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

Wizards have the most variety in the amount of spells at their disposal throughout the game. From necromancy to illusion magic, the Wizard has spells for every situation.


The Wizard has eight subclasses: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, and Transmutation. Below we have selected what we consider to be the three strongest subclasses. If you're inexperienced with how to build the Wizard class, read on below about how to build the base Wizard class before selecting a subclass.

Necromancy

Necromancy

Evocation

Evocation

Transmutation

Transmutation

Level 1 Stat Distribution

In every Wizard build, Charisma should be prioritized followed by Consitution. An important thing to note is that keeping even numbers for each stat is ideal for proficiency bonuses. This is difficult to do with the level 1 stat distribution, but players can always redo their stat distributions later in the game. Using Charisma as an example, 16 Charisma provides a +3 to Charisma Checks and 18 Charisma provides a +4 to Charisma Checks. 17 Charisma will still only provide a +3 bonus, so keep that in mind.

The recommended stat distribution for a Wizard at level 1 is:

Races

Any race in Baldur's Gate 3 is viable with any class, but some are more tailored to the strengths of a specific class. In the Wizard's case, the most optimal races (and their respective traits) are listed below:

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Ascended Vampire Astarion (BEST RACE): In act 3, Astarion (as a companion or origin character) can become an asceneded vampire. This give him +1d10 necrotic damage on weapon and unarmed attack rolls. In terms of flat damage, this is the objective best race for Bard in terms of raw damage. However, this requires the player to make an evil decision and is only avaiable in the last act of the game.


Wood Half-Elf Human Deep Gnome

Illithid Powers

Illithid powers are a unique power that the player can optionally choose to utilize. For the purposes of utilizing every powerup the game provides, builds will be built with Illithid powers in mind. However, all guides can still function without these powers. Below is a list of all illithid powers that synergize efficiently with the Wizard class and all of its subclasses:

Illithid Powers

Favourable Beginnings: This passive isn't significantly powerful, but it can be used for both dialogue and combat purposes. You primarily take this to unlock tier two illithid powers.

Luck of the Far Realms: This is one of the most powerful illithid powers simply because every class can utilize it. One free crit per long rest is very useful for setting up combos (i.e., on-crit effects) and choosing when to burst a target.

Perilous Stakes: One of the most underrated illithid powers in the game due to its healing nature. It is one of the most efficient ways in the game to apply Vulnerability (double damage) to an enemy, especially since it applies Vulnerability for all damage types (magic, physical).

Mind Sanctuary (Available in Act 3): This illithid power along with Perilous Stakes are core abilities for most class builds. With Mind Sanctuary, the amount of damage a Wizard can achieve in one turn significantly increases.

Freecast (Available in Act 3): Working as intended, this allows for one extra spell slot per Long Rest. However, the ability is currently bugged. I am still putting this on the list because it will eventually be fixed, and in some case the bug leads to infinite spell slots per long rest (i.e., never need to long rest).

Psionic Dominance (Available in Act 3): By Act 3, a character's proficiency bonus is typically +4. This allows for one free counterspell per long rest. It's especially useful in sections of Act 3 where you can't long rest but want to counterspell.

Permanent Buffs

Throughout the game there are instances where one character or an entire party can receive permanent buffs. The ideal buffs for the Wizard class are listed below:

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Act 1

Auntie Ethel's Hair: Easily missable. Requires the player to get Auntie Ethel to 10% health in her lair. Provides a +1 to any Ability Score.

Volo's Ersatz Eye: Replaces one eye with a magical alternative that provides a permanent "See Invisibility" effect, allowing the one character to see invisible creatures within 9 meters.

BOOOAL's Benediction: This buff provides advantage on attack rolls against bleeding targets. This buff requires the player to sacrifice one companion (no hirelings), but the buff is applied to all party members. Useful if one party member bleeds a target.

Act 3

Bless: Provides one character with a permanent bless at all times (+1d4 bonus on attack rolls and saving throws). This is the most expensive permanent buff (5000 gold).

Tharchiate Coxex Blessing: Gives one character +20 temporary hit points per long rest. This is very useful to have before going into a boss fight.

Mirror of Loss: Gives a character +2 ability score of their choosing in exchange for -2 from another ability score. However, the -2 can be decursed resulting in a free +2 to any stat.