Transmutation Wizard Build YOU NEED in Baldur's Gate 3

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hail and matches Adventures welcome to the world of bad wolf gate 3. it's me the spot King and I present to you my new wizard build So today we're making wizard just for some proficiency We Begin human human will give us proficiency with some weapons and most importantly with shields so we can equip it and have much higher Armor class but you can pick whatever age you'll like more so our class is wizards of course it's our today's guide for Wizard and as wizard we can pick 3 can chips so for can chips we go in with one range can trip fire bolt ensuing most damage but maybe you're fun of bone chill maybe a fan of acid Splash maybe you just like other spells so use them swap any kinships that you like but second can chip will give us ability to gain damage in Miller Range and that's bigger because using your quarter stuff is not like best option that you have so shocking gasp is nice speak and some utility stuff minor illusion works pretty nice oh my hand so for our spells today we begin magic Missile its most stable damage spell in the game because it don't have any attack rolls and basically you're always hitting your targets burning hands melee aop spell so you will inflict fire damage generator so that's cool stuff and we're getting another element of damage I sniff so ice knife will do cold damage instead so if you need some ice damage you get the size knife if you need to fire them she gives us Bernie cans if you need 100 to hit your enemies we get in magic Missile we're getting two spells that will buff us for world day long Strider to increase our movement speed and Mage Armor to increase our Armor class and one combination spell it will be grease so combination spell is biscuit spells that can be combined with other spells for Creator effects for background to be picking acolyte to get inside and religion and for our abilities we Distributing them legacies strange is not important so it will be 8 dexterity 14 Constitution 15 intelligence 14 wisdom 10 Charisma 10 so intelligence is our primary ability and it will be used in determining do we hit our spell or not how much damage will inflict with some of most of them and other stuff and we add in plus two to intelligence plus one into Constitution to get plus 16 in each and then we need to prepare three spells so basically you can go with something like this range spell middle spell and Mage Armor or long Strider if you need this and just like that I'll match is ready to go so at this early levels you will play something like that you will just basically cast Mage Armor on yourself and you instantly will get this plus 3 armor and that's nice if CNAC making you not that like squishy and harder to hit and this will use your spell slot so if you don't know how this works key and chips like Firebolt not using any resource so you can cast them as much as you want shocking grasp Firebolt and minor illusion works just like that this spells like Mage Armor will use spell slots and on the first level you get only two spell slots as you can see with just lost one spell slot it's great out and as a result we get this Arcane recovery charge so we can use this Arcane recovery to recover our spell slots one charge to one spell slot so we will start a new day with cutting on yourself Mage Armor to get higher armor and then you go into the battle and in the battle you can cast two spells it will be magic Missile if you need to 100 hit some enemies just like that you can cast it on one enemy on different enemies three times or if enemies is nearby and standing in the cone use your burning hands just like that and just like that let's level up so for today we're picking transmutation subclass transmutation course like this your initiate fascination with the structure of things has granted you an incredible power over crude matter and its manipulation so you can manifest related with some stuff so this subclass will give us transmutation 7th and this basically gives us discount on transmutation spells and when you play in Wizard you can learn spells basically from the Scrolls and most importantly we get this experimental Alchemy and we can build two All chemical Solutions instead of one when we're combining extracts and we need to succeed the C15 of medicine check so that's why when you so that's why when you go in and making this wizard you definitely want to use this medicine as your proficiencies skill or for example I picked human right now and that's why I added medicine to it so I got at least plus two in medicine all you need background with medicine or even Boos so as result when we're leveling up we will get additional spells and we will get them for free and most importantly we can prepare more spells now so on the first level we get only three spells and right now we got our four spells five spells and on level 2 basically pick two supportive spells like Mage Armor and longstrider one combination spell like Greece and decide do you need ice knife or magic Missile better Additionally you can use any of the new spells that you will learn but I prefer to pick sleep sometimes it's useful early game spell and feather fall for exploration stuff you can cast it outside of the battle to have this immunity falling damage and let's continue to level 3 of course so our level 3 wizard gets access to level 2 spells already for level 2 spells I recommend to learn scorching gray it's very nice and strong fire damage spell and while you can basically build every wizard like this with the same spells for today's build we will stick mostly with transmutation spells to keep this transmutation wizard stop for transportation spell on levels you'll be picking and large or reduce so let's go and share use this wizard in the LA game so basically you start your day with Mage Armor on yourself same as before foreign Strider on yourself same as before and using your Arcane recovery to recover your spell Slots of level 1 that you just used and to use it two times outside of the battle because in the battle it will cost you action and you don't want this action in the battle and just like that you can go into the battle with the 6 12 slots fourth level 1 and 2 spell shots of level 2. so first of all in a battle with long Strider you get nice movement speed so you can go wherever you like in the best possible place on the battlefield and cast from there you can just basically cast magic missiles and pick your enemies one two or three enemies at a time and you can upcast the spell and when you accustomed you get additional missile so basically with upcasted to level 2 spell slot this will use password of level 2. it will do 44 plus 4 Force damage really big damage but I guess you already know this so let me show you cool tactics that you can use for example as transmutation guy you can use this and large or reduce this will affect seventh throws and ability checks and even on damaged dice so basically when you're enlarging someone it will do one to four additional damage and will have Adventure instance checks and when you're making some someone smaller reducing them in size they will have disadvantage with one tier 4. so that's like really fun and cool buff or debuff spell so make sure to cast it on right enemies it's uses cons Constitution saying show so casting it on enemies sometimes will be harder because it will have only 60 chance but you can enlarge your allies just like that until you keep a new concentration your lives become larger like Giants and cool guys who can do and make work for you just like that with certain damage as level 1 character crazy stuff Additionally you always get this advantage on ability checks and when you're showing someone as adds ability check this ability check for strange Athletics and when you get this Advantage it's easy the shelf and it's like 100 shop so basically it's like great stuff sadly he's unshowable so we can just attack him just like that and as this wizard what you can do you can make as I told you this combination spells so you casting grease on the ground just like that and hoping your enemies will get pruned when they run around this grease or if they just standing on this grease you want to make them all together over here and use a burning hands on the next turn to increase fire damage but it will light up this grease and basically destroy your enemies with more damage so that's pretty interesting and fun play style as a wizard and let's go and level up more and finish our build so level 4 will get us additional cam chip and hook and chips pick whatever you like just like that so let's concentrate more on spells and especially on transmutation spells so just become less fragile get missed his step that's like my advice because Mr sip is great tool to just basically teleport whenever you like wherever you like in the battlefield and then for our transmutations spells just get knock and it will unlock objects that is held by mundane lock so it can be useful in your adventures why not to have this future and to get additional fit on level 4 we get an ability Improvement and getting more intelligence just like that let's continue our build so level 5 wizard gets additional spells and now we get this level three spells and best transmutation spell in the game it's cast so cast is like crazy cool spell it gives you additional action in a turn so it can be used on yourself to make this setup Place really more easy another cool stuff is cases form so you can transform yourself and the light to a tiny gas cloud and it's nice for exploration for like traveling on the battlefield really fun and cool spell too and yeah if you're watching and like why not you picking your Fireball yeah we can pick Fireball there's nothing better when we're picking Fireball but just for fun we picking this stuff fly spell is cool spell but it's required concentration and that's why I'm not recommending it because we got already nice transmutation spells that require concentration so on level 6 just to get some damage on our character more damage we get in this Fireball but to get one more transmutation spell is Blink cool spell so why not to use it and most importantly we're getting transmuters Stone action as our subclass future so you basically can create stone with transmutation power and that's cool future that gives you ability to make the stone give it to your lie and to your like and use the stone to have this magical effect so I guess it's worse to show you guys use form we make this Lyle cell into gas cloud and this gas cloud can basically travel and it can't fall so it can just go wherever it likes it can go through some small stuff it's nice for exploration sometimes you need it to end it can fly most importantly it can fly so basically you can go and fly whenever you like on the battlefield or outside of the battle and when you wanted to become Lazelle again just remove this concentration over here so we just remove the concentration and lazil is now normal person because this Stone Future Works basically using this Stone and there's many features you can have dark vision you can have Proficiency in Constitution 7 throws chanter resistance lighting resistance fires cold acid or additional movement speed and you're creating this stone for example I want dark vision so we just created Stone it's added to our inventory and we can give it to our light or use it by ourselves so when it's just sitting in your inventory it's already given you additional ability to see in the darkness so really nice and funny buff but you can do it only once per loan Crest so just pick whatever is like best for night now and use it and yeah what about hosta spell so why it's so cool and nice spell to use basically when you're using it you get an additional action and as you can see we get two actions right now so when we get it first of all we can create additional transmuter Stone I don't think it should work like this and yeah it's just a changing Stone so it's like okay but most importantly when you use hasta as your first spell in in a turn and use it on yourself you get this free action and you can cast any spells as you like for example you can cast sleep on your enemies just like that so they will be asleep and then on the next turn it's like most important turn when you're using your cluster you get this setup stuff so while you're getting this to action you can use your setup spell like Greece your combo spell and then on Grease you can cast your Fireball your other fire spells and this creates really nice opportunities in a turn and traditionally yeah you can still use Mr sepa's bonus section so just in one turn Mage can do like three spells that's cool and nice controlling stuff so we're finishing our build transmutation wizard with level 4 spells and there's only one spell from Transportation school is polymorph very nice and cool disable spell for second spell I recommend to choose ice storm or wall of fire some controlling zoning tools basically that can inflict damage to the groups of enemies so let's continue to our level 8 and on level a to get an additional feat most import importantly as well as some spells so for some spell speak whatever you like and my recommendation would be like to stick with around four spells from Level 4 not like more because you won't get this much spell slot so it's better to have like few really good spells and get more variety from lower level spells maybe you need them in your exploration so see invisibility or just invisibility can work protection from energy is great spell from Level 3 so you get resistance to some types of damage and it can stuck with your stone ability so you can make stone from Acid damage you can make protection from energy from cold damage and get protection from two energy at the same time if you need it so our feet of choice right now we can basically get this ability Improvement into the intelligence but we got one more cool fit and for our feet we basically want to increase our intelligence to 20 to get this additional point in our spell difficulty checks just like that we continue to level 9 wizard of Transportation School we're getting additional spells now for level five so from Level 5 I'd like to pick telekinesis it's like great spell and hold monster is a nice spell to have for some ability to control big monsters if you need to and as transmutation Wizard and level 10 we get this action to transform into blue jay able to fly and for our spells of choice recommend to stick in with previous level spells as I stated before so level 11 wizard get an additional two spells now from Level 6 and there's disintegrate transmutation spell another good pick from Level 6 will be globe of invulnerability nice pick and last level will give you two more spells so you can pick whatever you like and basically we get all our attributes to the max level that we want we don't need additional 2 in Constitution while it will add around 10 HP 12 hp to our pool it will give us ability to concentrate even better we can have work faster to have more concentration available but for this type of wizard I actually recommend picking skilled and improving our medicine and you can even do it on level 8 so you will most probably will get two All chemical Solutions instead of who won because it will add plus 4 to your checks so that's like great stuff and other two fits of your choice it could be acrobatics to resist showing and for example per Athletics for some reason or interpretation just whatever you like let me show you this without insulate game how you play him so basically you start a day with making your transmitter Stone you as always cutting your Mage Armor if you still need it maybe you got better armor because you got Proficiency in light armor and shields so if you got some light armor some Shield you don't need this armor anymore long Strider as always you can cast it on yourself or on yourself and your allies so don't forget while this Mage Armor will take your spell slot from you long Strider when you cast it outside side of the battle won't take any spell slot because it's pretty tall spell so basically you cut this little spell you can upcast it up to level 6 for like targeting six creatures and just get this additional movement speed to everyone in a fight if you're in danger and you need more protections and damage use your globe of infernability to make this globe and will you will take no damage when you're standing inside of it or just to save your level 6 spell slot for disintegrate really high damage spell another way to play you can use your shape changer to become this J just like that you're becoming little birdie so you can fly you're transmutated into bird for five turns and maybe you want to go somewhere on the battlefield and you just remove this concentration from the spell and just like this you become a normal person so in the fight it's like no matter how far you are in the game increase will work so still use your grease no matter how far you in the game and a large reduce its nice buff spell but here we got our concentration combination so we get this fire spells just require no concentration basically burning hands level one spells coaching raid level 2 spell and Fireball levels you spell and you can upcast them so if you want to make more damage with scorching Ray just have cast it to level 6 for 14 to 84 damage crazy stuff crazy stuff if you need some ice damage make same with your ice storm of level 4 spell or ice knife of level 1. and as always this nice idea to use a cast spell cast it on yourself or on your Ally and about concentration spells so what you will be considering on you can constrate on polymorph and polymorph requires Target wisdom save intro same as hold person same as halt monsters so hold person is nice stuff when you cutting it on your target he becoming hold it for 10 turns while you're keeping your concentration and every attack on this target will be critical hit that's like crazy stuff and as a good way to go with this dude is to cast polymorph on him so it will change him into the ship and the shipper will do and nothing it got three hit points and you don't need to kill the ship because when you kill this target comes back so you want to have the ship on the battlefield it will run around and you will have fun so cool stuff about ship while you use an old person it lasts 10 turns and its lower level spell but when you're using polymorph it's like a level 4 spell but it lasts only for 5 turns so what's the reason to cause polymorph instead of held person held person uses a seventh row every turn so when we cast it every turn he tries to succeed the saving show succeeds he will escape this stuff but polymorph just turned enemy into ship for five turns and he can't do nothing against it so as you can see he just saved cult monster is kinda same as halt person but it will be used on monsters so while hold person can be used only on humanoids and you can check it with like examine and as you can see it's like human human hold monster can be casted on any creature just like that so it's like big or halt but my favorite concentration spells that we will use as our transmutation wizard is tiele kinitis so telekinesis you can cast it on any Target but this target can't be restrained like this guy so we can cast it on our friend but let's wake this guys up so they awaken good morning my friend and now you will go and fly so when we're using telegritters we're basically can throw Target to Whenever Wherever like whatever like anywhere we like just like that so we it's uses concentration and when you showing something or someone it will use our level 5 spell slot but after you use it you can either cast it without expanding spell thought while you're keeping your concentration so if we cast it on this dude and we will fail and he will succeed his seventh row we will lose our level 5 spell slot that's why when you want to start with your telekinesis it's nice idea to get something that will give you 100 chance to use the static units so you can use it on some dead bodies or you can use it on a lice so for example you got a really big barbarians that need to go into the combat just use it on your Barbarian and show him into the battle just like that so make sure make sure when you're doing this you can't be hosted as yourself so if you're another reliable cast this is hosted on yourself then you can use siliconisms one more time without expanding spell slot but if you keep in your concentration half the spell you will lose your concentration on it and you will become lethargic and basically you lose your turn so cool parts right now we're keeping our concentration on the telekinesis and we can use it without expanding our spell slot and range is really crazy so we can pick Target from over here and throw him over here just like that and one target is now prone now this target got damaged so you can mess around with many people like this so very cool to use on Mages for example this is like strong guy he got like a large strange pull so it's like only 40 to hit him but if we use it on mind flare who got low strange we can basically throw him whatever we like maybe we want to throw him over here why not so go fly mind flare friend just like that and if we cast it we can go into procurement again to this dude and while enemies are prohoned your allies got disadvantage on them after telekinesis so just like a cool telekinetic make and yeah just in case you need glorious is still working so you can still make this good surface and attack with fireballs and doesn't fire spells on next turn or maybe you just want to use your disintegrate and try to disintegrate any I mean again don't forget the using the like the exterior is the same control so you can try but it's hard to hit sometime and still it's doing from 50 to 100 damage so maybe it's nice idea to go in top cast coaching Ray and do it like this for like five misses in a row or six misses I don't know but that's cool I hope you enjoyed this transmutation wizard build and you will have a lot of fine playing it in ball to get three see you in the next videos guys
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Channel: Spud The King
Views: 13,396
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Length: 23min 34sec (1414 seconds)
Published: Mon Aug 21 2023
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