Baldurs Gate 3: Wizard Guide – spells

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In the mystical realm of Baldur’s Gate 3, where strategy and spellcasting intertwine, mastering the Wizard class can mean the difference between triumph and defeat. This guide delves into the essential spells every aspiring Wizard should wield, from the protective Mage Armor to the devastating Fireball. Whether you seek to control the battlefield with clever illusions or unleash torrents of elemental fury, understanding your spellbook is crucial for navigating the challenges that lie ahead. Prepare to elevate your gameplay as we explore the intricacies of Wizard spells and their tactical applications in this enchanting adventure.

The Wizards are masters of magic and they have access to more spells than any other character classes available in Baldurs Gate 3. The spells that can be found on your character are divided into levels, which means that you can only access more powerful spells once you have gained a certain level of experience.

Spells – Level 1

Level 1 spells for Wizards in Baldur’s Gate 3 are crucial for establishing a solid foundation for your magical repertoire. At this level, players can choose from a variety of spells that enhance both offense and defense. Key spells include Magic Missile, which guarantees hits with its force damage; Mage Armor, providing a significant boost to the target’s Armor Class; and Thunderwave, an area-effect spell that deals damage and pushes enemies away. Additionally, Grease serves as an excellent crowd control option, creating hazardous terrain for foes. These spells not only offer versatility in combat but also allow players to adapt to various situations, making them essential for any aspiring Wizard.

The table below represents all level 1 Wizard spells available when creating a new character in Baldurs Gate 3.

Witch Bolt

Effect: the hero summons a beam of energy that causes 1d12 Lightning damage and connects to the target with an electric arc.

Range: 18 meters.

Concentration: required

Additional information: you can activate the arc of lightning in each round to automatically inflict 1d12 electrical injuries.

True Strike

Effect: detect the target’s defensive properties to have an easier time when attacking it.

Range: 18 meters.

Concentration: required

Thunderwave

Effect: the hero unleashes a wave of deafening power that causes 2d8 Thunder damage and kickbacks creatures and objects.

Range: 5 meters.

Sleep

Effect: magically put the creatures with a total of 24 health points to sleep.

Range: 18 meters.

Additional information: sleeping creatures will wake up if injured.

Shocking Grasp

Effect: lightning fires from your hero’s hands, causing 1d8 Lightning damage and prevents the target from reacting.

Range: 1.5 meters.

Ray of Sickness

Effect: the hero summons a beam of toxic energy that inflicts 2d8 Poison damage and can cause the target to be poisoned.

Range: 18 meters.

Ray Of Frost

Effect: the hero summons an icy ray of pale blue light that causes 1d8 Cold damage and reduces the target’s speed by 3 metres.

Range: 18 meters.

Protection from Evil and Good

Effect: protect the benevolent being from aberrations, celestial, elementals, fey, fiends, and undead.

Range: 1.5 meters.

Concentration: required

Other information: the attacks of the above creatures against this target are at disadvantage and they cannot charm, frighten or possess it.

Poison Spray

Effect: project a puff of noxious gas that deals 1d12 Poison.

Range: 3 feet.

Magic Missile

Effect: create three darts of magical force, each dealing 1d4 1 Force to its target.

Range: 18 meters.

Mage Hand

Effect: create a spectral hand that can manipulate and interact with objects.

Range: 18 meters.

Concentration: required

Mage Armour

Effect: surround the creature with magical energy to enhance its armor class by 3.

Range: 1.5 meters.

Requirements: no armor.

Longstrider

Effect: touch a creature to increase its speed by 3 feet.

Range: 1.5 meters.

Light

Effect: Infuse an object with an aura of light.

Range: 1.5 meters.

Jump

Effect: touch a creature to triple its jumping range.

Range: 1.5 meters.

Grease

Effect: cover the selected area with fat, making it difficult terrain, and the creatures found on it can be knocked down.

Range: 18 meters.

Friends

Effect: enchant a non-hostile creature to gain advantage on Charisma checks against it.

Range: 9 meters.

Concentration: required

Fog Cloud

Effect: you create a cloud of thick fog. The beings residing in the area of operation of this spell are Heavily Obscured and Blinded.

Range: 18 meters.

Concentration: required

Fire Bolt

Effect: you throw a fireball that causes 1d6 Fire damage and creates a flammable surface.

Range: 18 meters.

Find Familiar

Effect: Gain the service of a familiar, a fey spirit that assumes the role of an animal of your choosing.

Range: 18 meters.

Additional information: you can summon the following animals – Spider, Crow, Rat, Frog, Crab and Cat. Each has a different skill.

Feather Fall

Effect: the hero can slow down the falling speed of allied heroes/creatures, resulting in immunity from fall damage.

Range: 9 meters.

False Life

Effect: the hero can use this spell to strengthen himself with the necromantic facsimile of life and gain 5 temporary life points.

Expeditionary Retreat

Effect: turn Sprint into an extra action allowing the character to move at extraordinary speed.

Concentration: required

Disguise Self

Effect: magically change all aspects of your appearance.

Dancing Lights

Effect: create wisps of light that illuminate in a 12m radius.

Range: 18 meters.

Concentration: required

Colour Spray

Effect: creates a dazzling array of flashing, colored lights that Blind creatures up to a combined 33 hit points.

Range: 5 meters.

Chill Touch

Effect: assail a creature with the chill of the grave. The target receives 1d8 Necrotic and cannot regain hit points.  Undead creatures also get disadvantage on attack rolls.

Range: 18 meters.

Charm Person

Effect: Magically charm a humanoid in your field of vision.

Range: 18 meters.

Additional information: a charmed character can’t hurt a character casting the spell.

Burning Hands

Effect: fire shoots from your outstretched fingers. It ignites anything flammable and deals 3d6 Fire.

Range: 5 meters.

Additional information: after a successful defense throw the target receives only half of the damage.

Blade Ward

Effect: you gain immunity to Bludgeoning, Piercing, and Slashing injuries caused by weapon attacks.

Acid Splash

Effect: hurl a bubble of acid that deals 1d6 Acid to each creature it hits.

Range: 18 meters, 2 meters blast radius.

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Spells – Level 2

Level 2 spells in Baldur’s Gate 3 offer a diverse range of options for wizards, enhancing both their offensive and defensive capabilities. Notable spells include Hold Person, which immobilizes a humanoid target, allowing allies to score critical hits against them; Blindness, which can incapacitate foes by removing their sight; and Misty Step, a tactical teleportation spell that enables wizards to reposition quickly in combat. Additionally, spells like Darkness create zones of magical obscurity, providing cover while hindering enemy visibility. These spells not only expand a wizard’s tactical options but also allow for creative strategies in various combat scenarios, making them essential tools for any aspiring spellcaster.

The table below presents level 2 Wizard spells. Your character will gain access to them once he or she reaches third experience level.

Blindness

Effect: magically Blind an enemy creature.

Range: 18 meters.

Additional information: the blinded creature may try to recover from this condition at the end of each tour.

Blur

Effect: the body of your character becomes blurred, making it harder for your enemies to attack him or her.

Concentration: required

Darkness

Effect: a character creates a cloud of magic darkness that will hide and blind creatures inside it. Darkness makes it impossible to perform ranged attacks.

Range: 18 meters.

Concentration: required

Darkvision

Effect: enables a creature to see in the darkness for up to 18 meters.

Range: 1.5 meters.

Detect Thoughts

Effect: focus to read thoughts of some creatures while speaking with them.

Concentration: required

Hold Person

Effect: paralyze a humanoid.

Range: 18 meters.

Concentration: required

Additional information: at the end of each round, the creature may try to free itself.

Invisibility

Effect: touch a creature to make it invisible.

Range: 1.5 meters.

Concentration: required

Additional information: the spell ends prematurely if a creature attacks or uses magic.

Melf’s Acid Arrow

Effect: shoot a green arrow that sprays acid and deals 4d4 instant Acid damage and 2d4 additional Acid damage once the turn ends.

Range: 18 meters.

Additional information: after a successful defense test, the target receives only half of the initial damage.

Mirror Image

Effect: the character creates three illusory doppelgangers that will distract the opponents. Each copy increases the Hero’s KP by 3.

Additional information: one of the illusions will disappear whenever you successfully dodge an attack.

Misty Step

Effect: the character becomes surrounded by a dark mist and he or she teleports to a free spot in his or hers sight.

Range: 18 meters.

Ray of Enfeeblement

Effect: the character shots a ray of weakening energy from his or hers hand. Target that is hit can deal half damage of Strength-based weapon attacks.

Range: 18 meters.

Concentration: required

Scorching Ray

Effect: fire three streams of fire, and each one deals 2d6 Fire damage.

Range: 18 meters.

Shatter

Effect: cause an intense, painful noise that deals 3d8 Thunder damage for creatures and items.

Range: 18 meters.

Additional information: after a successful defense test, the target receives only half of the initial damage. Inorganic creatures build from materials like rocks will have their defense throws harder.

Web

Effect: cover an area with a thick, flammable web that can tangle creatures within it.

Range: 18 meters.

Concentration: required

Additional information: tangled enemy or ally can use his or hers action to try to break the web.

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What are the most powerful spells for a Wizard in Baldur’s Gate 3

In Baldur’s Gate 3, Wizards are renowned for their versatility and powerful spellcasting abilities. Here are some of the most formidable spells that every Wizard should consider for their arsenal:

Top Wizard Spells

  1. Fireball (Level 3)
    A classic area-of-effect spell that deals massive fire damage, making it ideal for taking out groups of enemies. Its wide radius and potential for upcasting make it a staple in any Wizard’s spellbook.
  2. Chain Lightning (Level 6)
    This spell allows Wizards to hit multiple targets with a single cast, dealing significant lightning damage while avoiding friendly fire. Its range and ability to bounce between enemies make it a late-game powerhouse.
  3. Misty Step (Level 2)
    A crucial mobility spell that enables Wizards to teleport short distances as a bonus action, allowing them to escape danger or reposition effectively during combat.
  4. Counterspell (Level 3)
    Essential for disrupting enemy spellcasters, this spell allows Wizards to nullify an opponent’s casting, providing strategic control in battles against other magic users.
  5. Greater Invisibility (Level 4)
    This spell grants the caster invisibility while allowing them to attack without breaking the effect, making it invaluable for both offense and defense.
  6. Wall of Fire (Level 4)
    A powerful control spell that creates a barrier of flames, damaging enemies who pass through it and providing tactical advantages in positioning.
  7. Scorching Ray (Level 2)
    This spell launches multiple rays of fire at targets, allowing for flexible targeting and substantial damage output when used effectively.
  8. Chromatic Orb (Level 1-3)
    A versatile damage spell that can be cast with different elemental types, allowing Wizards to exploit enemy weaknesses effectively.
  9. Otto’s Irresistible Dance (Level 6)
    A unique spell that forces an enemy to dance uncontrollably, rendering them unable to act while potentially exposing them to further attacks from allies.
  10. Cone of Cold (Level 5)
    An area-of-effect cold damage spell that can freeze multiple enemies in its path, providing both damage and potential crowd control.
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These spells exemplify the Wizard’s role as a powerful magic user capable of dealing damage, controlling the battlefield, and supporting allies in Baldur’s Gate 3.

What are the best Wizard subclasses for dealing damage

In Baldur’s Gate 3, Wizards can choose from a variety of subclasses that enhance their spellcasting abilities, particularly for dealing damage. Here are the best Wizard subclasses focused on maximizing damage output:

Best Wizard Subclasses for Damage

  1. Evocation School
    The Evocation subclass is widely regarded as the best choice for damage-dealing Wizards. It specializes in powerful offensive spells, allowing you to cast area-of-effect spells like Fireball without harming allies, thanks to the Sculpt Spells feature. Additionally, at higher levels, you gain Empowered Evocation, which adds your Intelligence modifier to damage rolls, significantly increasing your overall damage potential.
  2. Conjuration School
    While primarily known for summoning creatures and objects, the Conjuration subclass can also deal substantial damage through spells like Mordenkainen’s Sword. The ability to summon allies or objects can create tactical advantages that lead to increased damage output against enemies.
  3. Necromancy School
    The Necromancy subclass allows Wizards to drain life from enemies and heal themselves with spells like Grim Harvest. While not as straightforward in dealing damage as Evocation, it offers unique mechanics that can turn the tide of battle by weakening foes and sustaining your own health.
  4. War Magic
    This subclass focuses on a balance between offense and defense. While it doesn’t specialize in raw damage like Evocation, the Arcane Deflection feature provides survivability, allowing you to maintain concentration on damaging spells longer, thus indirectly increasing your overall damage output during encounters.
  5. Bladesinging
    Although primarily a melee-focused subclass, Bladesingers can effectively deal damage through both spells and weapon attacks. They gain bonuses to AC and mobility, allowing them to engage in combat while casting spells like Booming Blade, making them versatile damage dealers in close quarters.

These subclasses each offer unique strengths that cater to different playstyles while ensuring that your Wizard remains a formidable force on the battlefield in Baldur’s Gate 3.

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