Baldur's Gate 3 Wizard Guide - All Subclasses (Abjuration, Evocation, Necromancy, Conjuration...)

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in this Baldur's Gate 3 wizard class guide I'm going to be covering the wizard class including all eight subclasses and providing you some useful information I'll be doing more build guides for Baldur's Gate 3 and wizards but for now let's just look at how Wizards function and their basics Wizards in bg3s serve several functions within their group they not only have offensive spells like Cloud kill but many are utility oriented as well like the knock spell which allows them to open lock doors or chests or the enlarged reduced spell which allows them to change the size of a creature they differ from sorcers in several ways namely that they learn nearly twice as many spells from leveling up they can learn spells from Scrolls they cannot manipulate their spells with metamagic they must prepare their spells in advance before casting them and they use intelligence to cast their spells compared to the sorcerer's charisma When comparing Wizard and sorcerer many players lean towards sorcerer because of Quicken spell which allows them to cast two spells in one turn but what Wizards lack in one turn Firepower they make up in versatility Sorcerers may not know the spell needed for every occasion but Wizards typically will especially if they learn from Scrolls wizard subclasses are made up mostly of subclass features that reward the player for casting a certain type of spell such as evocation spells if you chose evocation and also by reducing the cost to learn spells of that type from Scrolls players choose one of them typically based on the type of spells they like to cast most Wizards have no armor proficiencies and almost no weapon proficiencies making them terrible in martial combat if they don't multi-class and they don't have Proficiency in Constitution saving throws like Sorcerers making them generally worse at maintaining concentration in this section we'll take a look at how to set up your wizard during character creation for best results we'll begin with abilities first since this is arguably the most important part aside from choosing your subclass your primary abilities as a wizard are intelligence and Constitution intelligence determines how difficult it is for enemies to save against your spells and prove spell attack rules improves intelligent skill checks and intelligence saving throws as well as increases the amount of prepared spells a wizard can have Constitution is there to help keep you alive via HP and also to help you maintain concentration on spells like cloud of daggers hypnotic pattern or whole person should they get hit while concentrating on them for this reason I strongly recommend that you invest 16 into intelligence and 16 in a constitution during character creation 14 decks 30 is also not bad to improve your initiative which helps you take your turn sooner in combat as well as provide some Armor class note I've changed this from the recommendations as it's more optimized for your character during the early goings of the game when it comes to races githyanki provides the wizard with light and medium armor proficiency they wouldn't otherwise get as well as astral knowledge allowing them to gain Proficiency in one ability skill each long rest they will also gain Misty Step at level 5 which can help with wizard positioning half elf is good for light armor and shield proficiency as well as Fey ancestry and they also gain dark vision which can help land your attacks in Dark Places human is also good for similar reasons but they don't gain Fey ancestry or dark vision but they will gain an extra skill proficiency instead elf is not bad for Fey ancestry and perception proficiency they also gain dark vision which can help land their attacks in Dark Places and High Elves gain an extra cantrip from the Wizard's spell list chill dwarf can also work for light and medium armor proficiencies along with dark vision and Dwarven resilience for skills you'll want to focus on intelligence-based ones unless you chose githyanki and then you can use astral knowledge to select intelligence Sage is a great choice for Arcana in history and then you can select investigation and religion next let's move on to wizard character progression at level 1 Wizards gain Arcane recovery which allows them to replenish a level 1 spell slot outside of combat once prolonged rest Wizards will gain another charge of Arcane recovery at every odd wizard level allowing them to replenish more and higher level spells Wizards will also gain access to three cantrips and 6 level 1 Spells at this level along with two level 1 spell slots remember that Wizards need to prepare these spells in order to cast them and just because they know six spells doesn't mean they can prepare them all at this level at level 2 Wizards will choose a subclass and gain a subclass feature from that subclass and we'll go into this in more detail in the subclasses section at level 3 wizards gain access to level 2 spells and gain level 2 spell slots and can upcast level 1 spells with these slots if they can be many spells in bg3 can be upcast for additional damage or increased targets pay attention to which spells they are so you don't waste higher level spell slots on ones that can't be at level 4 wizards will gain their first feat ability Improvement is a good choice to further increase their intelligence modifier which improves their spell DC spell attack roles intelligent skill checks and saves as well as allows them to prepare one more spell resilient Constitution is also not a bad choice here if you find yourself casting a lot of spells that require concentration as this will allow you to add your proficiency bonus to your concentration saving throws when you get hit in combat at level 5 Wizards gain access to level 3 spells and gain level 3 spell slots and can upcast level 1 and 2 spells with these slots if they can be at Level 6 wizards once again gain a subclass feature that depends on the subclass chosen we'll cover this in the subclasses section at level 7 Wizards gain access to level 4 spells and game level 4 spell slots and can upcast level 1 2 and 3 spells with these slots if they can be at level 8 Wizards gain their second feat ability Improvement is still a good choice here though you can choose resilient Constitution if you haven't yet alert is also not a terrible idea allowing you to go sooner in combat so you can fling spells before enemies can react Elemental Adept is also an option if you find yourself gravitating towards one type of Elemental damage at level 9 Wizards gain access to level 5 spells and gain level 5 spell slots and can upcast level one two three and four spells with these slots if they can be at level 10 Wizards gain their final subclass feature and again we'll cover this in the subclasses section at level 11 Wizards gain access to level 6 spells and gain one level 6 spell slot and can upcast level one two three four and five spells with this slot if they can be this is the highest level of spells Wizards can learn in pg3 at level 12 Wizards gain their final feat ability Improvement is still a good choice here if you're not yet at 20 intelligence or you can choose from any of the other ones I suggested before moving on to equipment the equipment Wizards use will vary greatly depending on what race you selected they generally wear no armor but since they can cast spells in any armor they have Proficiency in if you have lighter medium from a race you should definitely use that if you can the same goes for Shields so if they have Shield proficiency from human or half elf they should definitely use one to beef up their Armor class when it comes to weapons it's not super important because Wizards will likely cast cantrips when they don't want to use spell slots not attack with weapons however look for something that gives you a spell you can use or perhaps some passive bonus to spell casting next we'll move on to subclasses choosing a wizard subclass in bg3 really comes down to what spells you think you'll use the most like offensive spells like Fireball or lightning bolt take evocation want to summon an army of Undead choose necromancy in this section we'll go through each subclass show you what you get from each and show you what spells fall under that category all wizards gain subclass features at level 2 level 6 and finally again at level 10. these subclass features are what set Wizards apart from one another on top of that wizards of a chosen school can learn spells from Scrolls of that same school for half the cost 25 gold instead of 50 gold note that they can still learn spells from other schools it's just cheaper from their chosen School moving into the subclasses themselves first is abduration a level 2 AB duration Wizards gain Arcane Ward Arcane Ward prevents damage to the wizard equal to the number of Arcane Ward strategies you have this goes down by one whenever you take damage and also increases by the level of any AB duration spell you cast if you cast more AB duration spells you will be protected more you can see on the screen AB duration spells that Wizards can learn without multi-classing at level 6 AB duration Wizards can sacrifice their Arcane Ward to reduce the damage that nearby Ally takes this allows them to protect damage to themselves or their party members at level 10 AB duration Wizards gain improved app duration this makes it so whenever they short rest they gain Arcane War charges equal to their wizard level this makes short rest particularly good for ab duration Wizards because remember they only lose one charge when they take damage next up is evocation a level 2 evocation Wizards learn sculpt spells which allows them to cast evocation spells without fear of damaging allies how many times have you had multiple enemies group up around your tank only to avoid casting Fireball because they would be hit well with this subclass you no longer have to worry about this you can see on the screen the list of evocation spells that Wizards can learn without multi-classing oh foreign 6 cantrips will now always deal at least half the damage if an enemy saves against them just remember this is only with cantrips that Target abilities not ones like Firebolt or Ray of frost that Target armor at level 10 evocation Wizards can add their intelligence modifier to the damage of their evocation spells note that you'll only add this once with most evocation spells not to each dice rolled however if the spell has multiple projectiles like magic Missile the extra damage will apply to each one next up is necromancy a level 2 necromancy Wizards gain Health back equal to two times the level of the spell slot used if they kill an enemy and three times if it was a necromancy spell they used killing Undead and constructs does not trigger this effect however you can see on the screen necromancy spells that Wizards can learn without multi-classing [Music] at level 6 necromancy Wizards summon an additional Undead when using the anime dead spell and these summons have increased hit points equal to the Wizard's level summons also gain additional damage equal to the proficiency bonus of the wizard if you like somebody Undead then you will minimally want to take six levels of necromancy wizard at level 10 necromancy Wizards gain resistance to necrotic damage cutting it in half and they also cannot have their Max ehp reduced next is conjuration at level 2 conjuration Wizards can cast create water once per short rest without consuming a spell slot at level 6 conjuration Wizards can teleport to an unoccupied space or change positions with an ally within 9 meters this feature can only be used once per long rest unless the wizard casts another Conjuration Spell level one or higher then they can use it again you can see on the screen conjuration spells that Wizards can learn without multi-classing [Music] at level 10 conjuration Wizards concentrating on a Conjuration Spell cannot have their concentration broken from taking damage next is enchantment at level 2 enchantment Wizards can use hypnotic gaze once per long rest which incapacitates an enemy for two turns preventing them from taking any action bonus action or reaction as long as you maintain your gaze you can reapply this to them at the cost of an action but any damage to the Target will free them so it's best used to remove one enemy completely from a fight until you're ready to deal with it at level 6 enchantment Wizards can use the reaction to charm and enemy attacking them once per round into attacking another character this is great for preventing damage to your Wizard and does not require a short or long rest to reuse at level 10 enchantment Wizards can Target two characters with enchantment spells that normally Target one you can see enchantment spells that Wizards can learn without multi-classing up on the screen now next is divination at level 2 divination Wizards gain 2 port and dice after every long rest the number of these dice are random and they can be used as a reaction to replace the role of a nearby friendly attack role or saving throw or enemy attack roller saving throw apply High numbers to friendlies and low numbers to enemies at level 6 divination Wizards gain a third port and die every long rest and can regain a spent port and die by fulfilling a prophecy after each short rest you can see what this prophecy is by mousing over it next to your character portrait on the left hand side of the screen at level 10 divination Wizards can gain Superior dark vision and see invisibility as actions that don't require a spell slot until they long rest divination spells that Wizards can learn without multi-classing are up on the screen now you can see that there are a few divination spells in bg3 which is why their subclass features do not revolve around these spells next up is illusion at level 2 illusion Wizards can cast minor illusion as a bonus action instead of an action additionally they can remain hidden while casting it and can cast it even if silence which would normally prevent spell casting illusion spells that Wizards can cast are up on the screen now and these are ones they can learn without multi-classing at level 6 illusion Wizards can cast see invisibility as an action without consuming a spell slot once per long rest and at level 10 illusion Wizards can make an illusory copy of themselves as a reaction once per short rest when they are attacked in combat causing the attack to miss entirely and lastly we come to transmutation at level 2 transmutation Wizards have the chance to create two alchemical solutions when crafting if they pass the medicine skill check with 15 difficulty class at level 6 transmutation Wizards can craft a transmutation stone that provides various benefits depending on what you want once per long rest or until you cast another transmutation spell note that you can only have one transmutation Stone created at a time though you can give it to any character you wish you can see on the screen transmutation spells that Wizards can learn without multi-classing [Music] at level 10 transmutation Wizards can change into a Blue Jay as an action and flies a blue jay wood in order to reach places you might not normally be able to and now we come to multi-classing in this section of our Boulder's Gate 3 wizard class guide we'll be taking a look at multi-classing a wizard in bg3 and what other classes you might multi-class with keep in mind this is not a complete list but rather helpful suggestions that make good parents Wizards typically multi-class with only a few classes like Eldritch Knight Arcane trickster or cleric however many other classes dip one level into wizard in order to be able to learn spells from Scrolls these would still require intelligence to cast but there are few items in the game that boost intelligence making this a non-issue primary Wizards might multi-class after level 2 because this is where they gain their first subclass feature some of them are pretty potent like sculpt spells or improved minor illusion Rogues gain a bonus feat at level 10 and Eldritch Knight's gain their last subclass feature at level 10 making it a good spot if you want level 3 spell slots and all subclass features of Eldritch Knight or Arcane Trickster the next most likely place to multi-class would be after level 10 where each wizard gains their final subclass feature dipping two levels in a fighter can give a wizard action surge so they can fling more spells in one turn once per short rest or a level or two of cleric can provide them with some valuable proficiencies like heavy armor and martial weapons from the war or Tempest domains that wraps up our bg3 wizard guide I hope you guys found it useful I put all the spells in here so you guys can get an idea of like the Spells you might focus on if you're you know picking a wizard subclass not all wizard subclass focuses on the Spells of that school but a lot of them do and it really influences the decision that you're going to make as always if you have other tips for other wizard players make sure you leave them in the comments and if you have questions leave them there as well and I will try and answer them as soon as I can [Music]
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Channel: Fextralife
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Keywords: baldurs gate 3 classes, baldurs gate 3 Wizard guide, baldurs gate 3 class guide, baldurs gate 3 Wizard build guide, Wizard guide, bg3 Wizard build, bg3 Wizard multiclass, bg3 Wizard subclasses, baldurs gate 3 Wizard build, baldur's gate 3 Wizard, best subclass for Wizard bg3, bg3, baldur's gate 3, bg3 Wizard multiclass build, best wizard subclass, bg3 abjuration wizard, bg3 evocation wizard, bg3 necromancer, bg3 necromancy, bg3 conjuration, bg3 enhantment, bg3 divination
Id: PZEcSgUhFi8
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Length: 16min 59sec (1019 seconds)
Published: Tue Aug 22 2023
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