The Wizard Class | Baldur's Gate 3 Guide (D&D)

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in order for the spell to work you have to take into account the diameter of the circle and the velocity of the wind I'm telling you Herrmann it's the radius I've read over 400 books on this topic alone in the wind is irrelevant to the equation I know this speeding a hypothesis does not insinuate accuracy and all of your assumptions hey wizards nerds losers I know you guys are really smart and all but you're severely lacking in the social department changing that starts with changing your style what do you say we wrap up this nerd fest help you guys out with a quick spell and we'll head to the pub for a few brewskies on you guys okay [Music] welcome back for another class guide video today's video we're going to be talking about a master of spell casting the wizard if you liked the idea of knowing more spells than you can count the wizard might be the class for you we're going to go over the wizards class features what racial choices go well with the wizard spell casting and spells and of course the wizard sub classes which will be called your arcane traditions as always keep in mind we have not seen the final version of the wizard and baldur's gate 3 yet so some things are subject to change but this video should serve as a solid foundation for understanding what this class is all about if you guys end up enjoying this video please subscribe for the much more baldur's gate 3 content on the way i've done many other class guys so head into the channel check those out if you're interested links to my Twitter and my discord server will be below let's get right into it wizards are exceptional magic users and are defined by the spells that they cast they can cast spells of explosive fire arcing lightning subtle deception and brute force mind control the possibilities really are endless you can even conjure monsters from other planes of existence act as a necromancer and summon them dead and even forced see into the future they're the most versatile spell caster in the game and this makes them extremely useful in an adventuring party and a hell of a lot of fun to play for wizards knowledge is power and they acquire most of their magic from sources of knowledge such as books and tomes or ancient scripts or even from talking to other wizards although they may seem a bit too studious for some locked up in their libraries for weeks and months when adventure calls a wizard answers for the lure of knowledge and power that an unknown crypt or lost city can provide is far too valuable to pass up wizards can be the party's damage dealer or a battlefield controller or even provide some more support type spells although don't expect to be a healer the wizard has the largest range of spells allowing them to be prepared for almost any situation let's talk about what ability scores you might want to invest into and then we can get into what racial choices go well with this class the wizard spell casting ability is intelligent so this will be your primary ability score to invest into intelligence will power your spell's and also affect the amount of spells that you can prepare each day so this ability is critical to your success Constitution is also commonly a primary ability scored to focus on four not only does it help with your low base HP it also helps your wizard hold concentration on spells that require concentration dexterity is a common third choice for it helps with your initiative allowing you to get that first turn and combat more often the rest of your ability scores are less vital and more so up to how you want your wizard to be [Music] nomes although not confirmed to be in the game just yet are a great choice for wizards for they give you a +2 to intelligence in the sub race choices offer either a +1 - dexterity with the forest gnome or a +1 to Constitution with the ROC known the sub race of elves known as the high elves is also a great choice for you get a +1 to intelligence as well as a +2 to dexterity you also get dark vision the perception skill as well as some other nice racial features humans are always a solid choice and if the game has the very inhuman this will be a great choice for you not only can boost your intelligence and another ability score of your choice but you also gain a feat and there's some great feats for the wizard teef liens are another race that offer a boost to intelligence giving you a plus 1 - intelligence as well as a plus 2 - charisma and they also have some nice racial features as well such as dark vision and hellish resistance many races can go well with the wizard but those are the more obvious choices that will get you going on the right path right away at level 1 now let's go over the Wizards general class features such as hit points and proficiencies and then we'll get into spell casting your choice of one of the many subclasses that the wizard offers as a wizard you'll have a hit dice of 1 d6 the lowest of the low this means that you'll start with the max of 6 HP at level 1 in each additional level that you gain you'll either roll a 6-sided die and add the results to your current HP or you use the fixed rate HP increase of 4 per level keep in mind that your Constitution modifier will be added to your base HP upon leveling as a wizard you'll have no armor proficiency in the few weapon proficiencies that you have our daggers dart slings quarter staffs and light crossbows generally speaking your wizard will not be getting involved in melee combat situations for saving throws you'll have proficiency and intelligence which can help you resist certain mental assaults may I add that the mind flayers use actions that involve intelligence saving throws so may come in handy in baldur's gate 3 intelligent saving throws can also help with disbelieving certain illusion type spells you also have proficiency in wisdom saving throws which can help your character resist being Chara are frightened or other effects that assault your willpower for skills you'll choose to from Arcana history insight Investigation medicine and religion the wizard really will be the smart one of your party and they'll be able to handle situations that the rest of your party will likely not be smart enough for it's going to be a very hard decision to not have a wizard in your party on your first playthrough for they are very very valuable all right let's get into the spell casting and your choice of subclass by first taking a look at the wizards class chart a class level one you gain spell casting if we look over here to the right we can see AK and trips known column can trips our spells that can be cast at will without requiring the use of spell slots you will know three can trips at level three and by max level ten you will know five to the right of that we can see our wizard spell slots spell slots act like your resource pool for casting spells for example if you cast a level three spell you'll need a level three spell slot or higher available in order to cast the level three spell at level one the wizard starts off with two level one spell slots and by max level 10 you'll have four level one slots three level two three level three three level four and two level five spell slots at level one you'll gain a spell book that contains six first level wizard spells of your choice these spells will show the first glimmerings of your true power the spell book is what really makes the wizard a unique spell caster as you level up the spells that you add to your spell book reflect to the arcane research you conduct on your own you'll be able to add two new spells from the wizard spell list for free each time you gain a new level but you might also find other spells to add to your book during your adventures you might find a scroll in a chest giving you a new spell to add to your book or you might even find another wizard spell book jackpot when you find a wizard spell you can add it to your spell book if it's of a spell level that you can prepare the process of adding and learning a new spell might cost money and it also might take some in-game time to complete so can you cast any spell that you have in your spell book at any time assuming that you have this spell slot no you can only prepare a certain amount of fells each day in your spell book and this is where your intelligence ability comes back into play the amount of spells that you can prepare each day is determined by your intelligence modifier plus your Wizards level for example if you have an intelligence ability score of 18 that gives you a for intelligence modifier and say that you're a wizard of class level 5 you'll be able to prepare nine spells per day from your spell book these spells must be of a spell level that you have spell slots for as shown on the Wizards class chart so if you're a level 5 wizard you'll have up to level 3 spell slots allowing you to prepare level 3 spells or under after you complete a long rest which will be going to your players camp and sleeping in baldur's gate 3 you can then change your list of prepared spells since the wizard learned so many spells overall each day they can prepare a list of spells very different from the previous day making the wizard extremely versatile at class level 1 you'll also gain a nice feature called arcane recovery this feature will let you gain back some spell slots after conducting a short rest to determine how many spell slots you may recover the spell slots can have a combined level that is equal to or less than rounded up half your Wizards level so if your level 6 wizard half of that is 3 so you can recover 3 level one spell slots or maybe one level two in one level one spell slot now let's talk about the Wizards arcane traditions which you can get into right away at class level two this is essentially your subclass choice and will shape your practice of magic through one of the eight schools of magic this will not limit you to one type of magic and moreso boost spells that are associated with the arcane tradition that you choose Cho chosen to choose [Music] there are eight schools of magic divination deals with spells that reveal information necromancy deals with spells that manipulate the energies of life and death the school of enchantment deals with spells that affect the minds of others influencing or controlling their behavior transmutation deals with spells that alter reality by turning one thing into another or creating something out of nothing AB duration deals with spells that are defensive and protection based such as magical barriers Eve occasion deals with spells that manipulate magical energy to produce a desired effect such as Colleen up blasts of fire or lightning conjuration deals with spells that involve the transportation of objects and creatures from one location to another summoning creatures and teleportation spells are in this school and lastly the school of illusion deals with spells that deceive the senses or minds of others each of these arcane traditions or schools of magic will give you subclass specific features at class levels two six and ten these are the features that boost specific spells involved with the school of magic that you choose for example at class level two all of the schools of magic gain two features one of which makes the spells associated with the school that you chose now costless gold and time to copy into your spell book the second feature varies from school to school for example at class level two as a necromancy wizard you'll gain grim harvest which allows you to regain hit points when you kill a creature at class level two as a divination wizard you gain portent which allows you to roll 2d 20s save the results and then actually use one of those rolls to replace an attack role saving throw or ability check in the future before you roll class level six and ten you gain more features such as at class level six as an enchantment wizard you gain instinctive charm which allows you to use a reaction to divert an enemy strike on you to another creature that's in range a class level 10 as a conjuration wizard you gain focused conjuration which makes it so that while you're concentrating on a conjuration spell your concentration cannot be broken as a result of taking damage pretty powerful and at class level 10 as an Evoque Asian wizard you gain empowered evoke Asian which allows you to add your intelligence modifier to one damage role of any wizard evoke Asian spell that you cast you guys should be getting the gist of what's going on here so before you choose a wizard subclass you might want to look into what benefits are associated with that subclass let's see if it fits the type of wizard that you want to become for example if you really love elemental damage spells you might want to choose the school of a vocation but that doesn't mean that you're not going to be casting a ton of other types of spells looking back at the class chart you can see that after level 2 your journey to level 10 is mainly focused on the spells that you gain in your spell book at class level 4 and 8 you gain an ability score improvement or your choice of feet speaking of feats let's quickly talk about a really powerful one called war caster so feats for anyone who does not know our special features that you can gain at the sacrifice of not taking the ability score improvement so if you already have your Wizards intelligence score pretty high you might want to instead take a feat such as war caster war caster is a great feat for it gives you advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage so if you're casting a spell that requires concentration and an enemy strikes you in order to keep that spell going you must succeed on a constitution saving throw with war caster you now get to roll 2d 20s and use the higher result to help you with your saving throw very useful that's generally how the wizard class will work from level 1 to max level 10 before I end the video I want to go over a few of the spells from the gigantic wizard spell list take a look these are the spells that you're going to have the opportunity to learn as you level up and you might even find some of them it's usually a good idea to have a well-rounded list of spells in your spell book so you can choose from damage spells utility spells support spells or control type spells lightning bolt burning hands flaming sphere Chain Lightning ice storm shatter fireball they're all great damage spells fireball is a classic and will create a bright streak of light flashing from your pointing finger to a point that you choose blossoming into an explosion of flame this will deal a OE fire damage and can certainly ignite objects shatter will create a sudden loud ringing noise and deal Thunder damage for control type spells you have spells such as hold person wall of force sleep hypnotic pattern and more while a forest is a powerful level 5 spell that will create an invisible wall of force then nothing can physically pass through you can separate creatures from their party with this or even just create a wall to protect your own party and a time of need for utility spells you may use spells such as invisibility misty step or dimension door dimension door will allow you to teleport to another spa but also bring with you objects and a creature of your size or smaller you can get really creative with a spell like this we did get to see a couple wizard spells in the gameplay reveal check them out three magic missiles at the spiders hey I certainly need okay I'm I'm sorry I'm putting this bloody whoops who ever thought of putting website and presentations that was you know what's also unfair my treatise let's see if this is gonna way it's under way there's also spells called ritual spells but I want to get into that too much because we're not really sure how they're going to work in Boulder's game 3 thanks so much for watching guys if you guys enjoyed the video please like comment and subscribe I really appreciate it's a huge help to my videos I do all sorts of content on this channel ranging from comedy videos to live streams to game reviews to game tutorials the product reviews and more and I would love to see some of you guys on a future video much more baldur's gate 3 content on the way until next time
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Channel: WolfheartFPS
Views: 65,926
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Keywords: Baldur's Gate 3, Baldur's Gate 3 Wizard, wizard, wizard class guide baldur's gate 3, class guide wizard, class, guide, beginner's guide, spellcaster, baldur's gate 3 classes, classes, races, arcane traditions, wizard subclasses, magic, bg3, balder's gate 3, baulder's gate 3, sorcerer, wizard build, wolfheartfps, larian studios
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Length: 16min 43sec (1003 seconds)
Published: Sun Jul 05 2020
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