Baldur's Gate 3 FROST MAGE | Wizard FULL Build Class Guide

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do you have a large collection of books feel a connection to the natural elements you find yourself in the presence of the renowned Wizarding Prodigy Gale of water de or like to call yourself a performance artist shut your face before a melt it clean off I know what you are well then maybe you want to play a wizard in balers Gate 3 Wizards are the least popular of the three Mage classes other than Sorcerer And warlock because warlock is so simple but powerful and works well with the items given to it in game sorcerer is just overpowered because it can manipulate its spells to get more effects giving it much more burst early on and wizards can regenerate their spell slots which Sorcerers can also do but one thing that Wizards can do that no other class can do is learn spells that they find in Scrolls and this allows Wizards to learn a much wider variety of spells so that you can find an answer to any problem in the Game Wizards also have a wide variety of subclasses which can further improved spell types but we'll get into that in this full guide to playing the Wizard in which I'll include the basic class mechanics a leveling progression some good items and scroll locations for you to look for in your playthrough and explain the play style and strategy which can make Wizards very powerful in tactician and even honor mode I played Gail as a wizard in my tactician playthrough in which I used no reloads and only two party members so Wizards can definitely perform well if you get the right build and know what you're up against if you don't want to play as Gale then I suggest a rock gnome because they get many bonuses to the skills that are improved by intelligence and as a wizard your main ability will be intelligence to improve your spellcasting you can go for human as well because they have Proficiency in Shields and you can wield a shield and a staff at the same time for a bit more defense since Wizards are one of the squishiest glasses and of course you can go for a high elf wizard because of the extra cantrip they gain access to which adds a bit more versatility to your spell options many of these first level cant trps will still be used at the end of the game as they get higher dice rolls at level five and 10 get a damaging cantrip like Firebolt if you like more fire Ray of frost if you like more ice and shocking grasp can be great too because it doesn't suffer from threaten penalties when enemies are next to you and can help you run away because it prevents the target from using reactions which means they won't use an attack of opportunity on you and then there's the minor illusion canri which is probably the most overpowered can trip there is you can distract characters to move away from their post so you can steal from them more easily you can lure enemies into better positioning or group them up for an initial big AOE spell to hit them all or you can just use the cat as a distraction to give you more time in a fight all of these cantrips are fine if you pick a high elf but we'll get more of them from The Wizard class which lets us choose three of them at first the amount of spells you can prepare scales with your wizard level and your intelligence stat which means that multiclassing outside of wizard may give you other benefits but if you just want as much utility or options as possible at any given time sticking to wizard levels will give you that but you can prepare and unprepared skills at any time out of combat so don't hesitate to change things up long Strider and Mage Armor are staple Buffs that you want to preemptively cast on yourself every day and you need to keep them prepared to maintain their effects Mage Armor just gives you more Armor class when not wearing armor and long Strider is a ritual meaning it costs no spell slots to use it out of combat it increases your movement speed which is probably the most important thing for strategic kiting and outmaneuvering your enemies the best level one damage spell has to be chromatic orb because you can cast it with many different elements making it very versatile against different resistances the Thunder chromatic orb deals the most single Target damage but the frost chromatic orb will leave an ice patch beneath your target even if it misses which they can slip on Magic missiles is very popular as well because in the first levels it cannot miss and it ignores line of sight so early on when your spell chance isn't great it's super reliable at level two you choose a subclass for your wizard of the two most popular there are evocation because you deal more damage and your damaging spells won't hurt your allies allowing you to be more Reckless with your positioning and destruction abjuration is the most defensive subass reducing damage you take with an Arcane Ward and this Ward Stacks up per abjuration spell used which reduces more damage the higher it's stacked and it only loses one stack per instance of mitigation this is a great tool for wizards because they can otherwise be very susceptible to focus especially in honor mode where the stakes are higher and necromancy for raising the dead or life Ste steel divination can also be good if you want better dice rolls but I chose the conjuration subclass for the create water spell which you can't get unless you're a cleric you can turn the water into ice with frost spells to make them slip and making enemies wet with the water spell gives them vulnerability or double damage from Ice and lightning damage which allows you to go further into a frost Mage play style level three gives us level two spell slots go for cloud of daggers which is the most most overpowered skill at that level it does unavoidable damage and it's great for controlling areas and then miss the step for the insane mobility and potential for escaping really bad situations mirror images is also great for its insanely High Armor class boost that while it doesn't last very long has an immediate effect and Powerful effect that can be pre-cast it before a fight level four gives us another cantrip and two more spells we get a feat as well and there are two options here I want to gain an extra point of intelligence to reach 18 and get the next level of proficiency on my spells and prepared slots but I also want dual wielding which allows you to wield two versatile weapons these are weapons that would otherwise be wielded in your main hand or two hands only stabs are versatile weapons so you can actually wield two stabs with this feet and while we won't be using them like a dual wielding weapon we'll be able to get some of the most powerful effects and stats just by wielding both of them at the same time this depends on if you even have two good stabs to wield which we'll show you how to get later on at level five we can learn level three spell slots and canant trips are improved I guess now is a good time to start talking about where to get some good items and Scrolls to learn some spells so if you don't want spoilers on where some of the best items are you may not want to keep watching but we'll avoid story spoilers of course one of the best stabs early on is the spell sparkler which you get as a quest reward from saving counselor Floric at walking's rest when you deal damage with a spell or cantrip you get stacks of lightning charges this increases your chance to hit with spells and makes them deal one extra damage combine this with magic missiles and each missile does an extra Lightning Charge hit which is very powerful early on but mostly we want this for the extra hit chance on spell attack rolls because it makes our cantrips and other attack roll spells more likely to hit melts first first staff is another good staff to get which you can buy from the Hobgoblin blur in the mikid colony in the underd dark this has an increase to spell save DC and spell attack roles meaning if we took the dual wielding feat we can dual wield this and the spell sparkler to really get high chance to hit on our spells you can also get the psychic spark amulet from blur which sends out an extra missile whenever you cast magic missiles so with this you can start every fight with a level one magic missiles which will 100% land and give you lightning charges from here you can cast your ray of frost or your chromatic orb which will easily land and help you to kite enemies with the movement speed reduction there's also a very cool but very optional staff morning Frost which you can obtain by collecting three pieces of the staff each from a Dr in the underdark the first from Dorn the drought that was paralyzed by The Spectator outside the cell unite Outpost the second from a Dr corpse in the mikid colony when you gain access to their treasure Vault and the third is from fil the Dr surrounded by the Raptors near the suser tree when you get all three you can combine them in your inventory to create the staff which gives you Ray of frost for free if you hadn't already learned this can trip and the potential to chill enemies when dealing Frost damage which gives them vulnerability to frost damage the staff generally works best by casting haste on yourself and constantly using the ray of Frost canant trip twice per turn because it gives more chances to apply the chill effect which will give you much more damage over time you can also get many debuffs that will increase the chance enemies will slip on Ice the encrusted with frost effect will give enemies disadvantage on dexterity saving throws which is the exact saving throw they need for staying on their feet inside ice reverberations will also reduce strength dexterity and Constitution saving throws per turn remaining so if you can put rever ations and encrusted with frost on your enemies their rolls will not only be lowered in value but they'll need to High Roll twice to get by the disadvantage this makes it almost guaranteed they slip on Ice giving you insane control in strategic encounters you can get reverberations from the boots of Stormy clamor which you get by doing ellum's quest to obtain potion ingredients from the Arcane Tower in the underd dark before you leave the Arcane Tower make sure to get the ring from the boss and use it on the bottom floor of the elevator to reach the basement where there will be other useful spell Scrolls on the bookshelves return to the Mike colony and trade with a melum and you can buy these boots reverberations will now trigger when you apply any condition and since we'll be doing tons of conditions with ice effects we can often knock enemies prone just from reverberations alone even if the ice doesn't knock them down while you're here also buy the Pearl amulet from amum which will let you recharge a spell slot so you don't need to rest as much these gloves can be purchased from Lady Esther at the cliff side of the mountain path these will apply in crusted with frost whenever you deal coal damage also when you reach the last Light in of act two there's a room with a hidden floorboard which has the Ring of snowb burst in it this creates an ice patch beneath targets you deal cold damage to once per turn this means that if you have all of the items above and you land a ray of frost on your target it deals cold damage to them which gives them encrusted with frost and leaves an ice field beneath them and since we've applied a condition to them they get reverberations making it much harder for them to get out of the ice and to very likely slip on it losing their turn so with all of these items you turn your ray of frost into basically the most efficient CC tool because you don't need to use any spell slots to do it and with the high chance to hit on your attack rolls you can reliably disable enemies while hitting them with your spells level seven allows us to use level four spells ice storm is an immediate pick here because it does good damage has a wide effect making it easy to hit every enemy you want it to and it leaves an ice field on the ground meaning they'll probably slip and fall near at the Grim Forge in the underd dark is wearing boots that will prevent you from slipping on ice and allow you to use Misty step once per rest how you decide to get his boots is up to you but they're great to put on your allies who want to go into fights without worrying about slipping on the ice you made they can go in and hold the line at the ice and if enemies want to run through the ice to get to them or Beyond them they might slip and fall giving your ally greater chance to hit the enemies who went prone level eight we get the next feat and whichever one you didn't choose at level four get that now so either the dual wielding trait for the double stabs or the extra intelligence level 9 gives level five spells and we want Cloud kill and conjure Elemental here conjure Elemental will be a staple going into the end game Cloud kill is a large L area of effect concentration that does poison damage and will obscure the vision of those in it and it can be repositioned each turn this is a great spell to use to supplement your ice spells because it prevents enemies from seeing out of the cloud so they try to move out but you also put ice underneath them so they fall when they try to move and they keep taking the poison damage this also becomes even better at level 10 where if you choose to be a conjuration wizard you now don't lose concentration on conjuration spells when when taking damage so you can reliably keep casting Cloud kill throughout a fight without spending the extra spell slots allowing you to spend those on your ice spells to deal great damage over time while having complete and reliable control on your enemies around now you should be in act three and this is when we can get the most powerful spells and items for a wizard at sorcerer sundrees head there as soon as you get to the lower city of balder's gate take the left portal in the tower to where laroon is but then go down to the lower levels where you'll see some weave buttons using detect invisibility allows you to read the plaques that describe where the buttons go find the plaque that says below and touch that button here you'll find two tables with great magical barriers you can also see through the invisibility on the levers here you need to pass a 20 Arcana check to pull the levers to remove the barrier and obtain the best wizard items in the game The Robe of the weave is a very balanced balanced offensive and defensive wizard item just great overall stats the staff Marco hesker gives you a spell save DC and attack roll bonus it gives you one spell slot for free per long rest which you can use even on a level six spell and it allows you to attune to an element to gain many effects based on it now since we want to go Frost Mage we'll be attuning to ice which gives cone of cold and Ice Spike for free we can only use these extra spells once per short rest however we can recharge this Attunement process once per short rest as well so we can attune to one element use those spells then short rest use those spells again then reatune to another element before using your next short rest use those new spells basically alternating between two different elements to get tons of spells you can use for free before needing to rest so if you're using the wet condition a lot you can attune between the frost and the lightning ones to get double damage quite often this really helps you to get out many high impact spells without needing to Long rest every fight there are also tons of spell Scrolls you can get in the Wizard's Tower especially inside the Vault when you touch the weave button labeled as Vault when you get down here you can immediately find in front of you a book which gives you a scroll of artistry of War this is basically magic missiles but much more damage and you can't get the spell anywhere else so as a wizard you have the unique ability to use this spell more than once because you can pay gold to learn the spell from the scroll and the spell is so powerful that even while you can use it with your spell slots it also has a once per short rest cool down because it needed to be balanced somehow there's also another scroll you can find in a book in a secret passage you need to try to walk behind the chests in the side rooms of the Vault area and you'll discover an invisible wall this scroll gives you access to a cleric spell that summons a diva this is a one use scroll as well but as a wizard we can learn this and keep using it the diva has a great attack that it can use every turn it's tanky and it can also revive allies it becomes a lot of fun when you become this powerful but we're nearing the end of the game so try to get this done early on so you can experience most of act three with this power level 11 we get our level six spells and there are some cool options here like chain lightning globe of invulnerability Auto Luke's Frozen sphere but mostly we want to be using our level six spell slots to upscale our conjure Elemental which we learned at level 9 when upscaled the Elementals become meridon and the water meridon can create multiple ice fields and can even do an AOE heal that will give allies and enemies the wet condition and while you don't want to heal enemies necessarily this can be negligible if they are full health but the wet condition allows you to deal double damage to them with lightning and ice spells so you can cast your water meridon before the fight send them in and wet the enemies then open up with a huge ice spikes or cone of cold for massive double damage that will also freeze the water level 12 gives us another feat and more level six spells while we can go for another ability Improvement to get our intelligence to 20 the Spells we get aren't too meaningful and we're already maxed on how many spell slots we have and how many spells we can prepare so I choose instead to multiclass this last level into a cleric a light cleric gives some extra defense against attacks per turn with the warding flare reaction and at level one a cleric can use some of the most overpowered level one spells that you'll still be using at level 12 Sanctuary specifically is one of the best spells in the game which you can use to protect your allies and takes a a bonus action to use as long as you don't attack them enemies can't Target you there's also create water as a cleric so now we can more reliably provide our own water Fields more than just once per rest and then you can go for either healing word which can revive down allies using your bonus action or command to disarm or control enemies you can even pick mistra as your deity for extra wizard role playay but that depends on how much you want to follow in Gail's footsteps so every time you take a long rest create a water meridon and a diva so you have two summons then recharge your spell slots with the wizard Arcane recovery or use your free spell slot to create the summons from your staff then you want to pre-cast your Mage Armor and long Strider with all of your benefits to Armor class from Mage Armor the robe of the weave dual wielding feet light cleric warding flare or Shield reaction and mirror images you can have a lot of passive Armor class to survive then buff yourself with the Marco hesker ice Attunement and you're ready to become a legend of balder's gate with this amount of power you can easily take out the most difficult fights in the game and by the end of my playthrough with my wizard I actually thought wizard was one of the most fun classes it has a rough start but as you learn more and more spells and get unique benefits it becomes what I find to be one of the most versatile classes in balers Gate 3 making it great for Solo or honor mode runs because of its ability to handle many different situations but if you enjoyed this content then please give the video a like subscribe for more and check out any of my other balers gate class guides for ideas for fun playthroughs check out my live stream as well where I'll be discovering all the classes and working towards seeing all 177,000 endings on honor mode but for now I'll see you all next time [Music] all
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Channel: Vallun
Views: 10,455
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Keywords: Baldur's Gate 3, bg3, vallun, baldurs gate, 2023, guide, comprehensive, build, gameplay, level progression, leveling, weapons, class, master class, multiclass, multi class, gale, wizard, frost mage, staff, ice, frost, reverberation, slip, frozen, prone, dual wield, intelligence, staves, chill, chilled, encrusted with frost, cold, 2024, conjuration, wet, evocation, abjuration, divination, necromancy
Id: gZmpfaUfeLQ
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Length: 20min 15sec (1215 seconds)
Published: Mon Dec 18 2023
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