Don’t travel alone.

Here’s how companions work in Baldur’s Gate 3 and who you should take along your journey.

Yup, that’s almost theentire spectrum of roles.

Baldur’s Gate 3 - Picture is split 3 ways: 1. A drow wizard with his arms crossed 2. A drow wizard casting a spell on a spider 3. Gale greeting the player on their first meeting

They’re justthat versatile.

TheSchool of Magic(subclass) that you choose for yourWizardwillgreatlyimpact how their spells workand canchange their whole playstyle.

verify toread them all carefullybefore you choose.

baldurs gate 3 wyll and gale in camp

Of course, dedicating your whole life tostudying the arcanetends to mean alotof skipped leg days.

It’s yourSpellcasting Abilitymeaning that yourSpell Attack RollsandSaving Throw DCs, andPrepared Spellsallscale withIntelligence.

Copying spells costs50GP per spell level.

Baldur’s Gate 3 - Gale criticizing the player

Transcribing spells from yourown School of Magic(your chosen subclass) costshalfas much.

More spellcasting tips and an overview can be found in the spellcasting section below.

TheWizard’s base class featuresmay appearmodestin comparison to other classes, but don’t worry.

Baldur’s Gate 3 - A drow wizard rolls to look for remnants of hag magic on a dwarf

The real magic lies in their vast array ofSubclass features, as the diverseWizard Schools of Magicgreatly shape yourspellcastingandplaystyle.

Here’s how to get each key in of proficiency in Baldur’s Gate 3.

Spells

As a Wizard, you are aprepared spellcaster with slotsequivalent to:Level + Intelligence modifier.

Baldur’s Gate 3 - Screenshot of the UI of the Wizard’s “Transcribe to Spellbook” feature

Full Wizard Spell List

Spell Level

Spell Name

Casting Time

Concentration?

Blade Ward

Take half damage from Bludgeoning, Piercing, and Slashing damage for 2 turns.

Scroll of Bone Chill

Deal 1d8 Necrotic damage and prevent the target from healing for one turn.

Baldur’s Gate 3- A Drow Wizard casting True Strike on a hag

Undead creatures have Disadvantage on Attack Rolls for one turn.

Dancing Lights

Y

Create lights that illuminate 9m in a radius for 10 turns.

Firebolt

Shoot a ball of fire that deals 1d10 fire damage.

A Water Vehicle Boat Sails To Grymforge Giant Gate In Underdark in Baldur’s Gate 3.

Friends

Gain Advantage on Charisma Checks on non-hostiles for 10 turns.

Light

Infuse object with light for 100 turns.

If used on a creature, they must succeed a DEX saving throw or be illuminated.

Sorcerer investigates all possible spell scrolls that can be learned in spellbook and highlights Darkness in Baldur’s Gate 3

Mage Hand

Summon a magical hand that can move, use, or manipulate objects.

Minor Illusion

Create an illusion that distracts creatures outside of battle.

Spell is immune to Silence effects.

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Poison Spray

Deal 1d12 poison damage in a cone on a failed Constitution save.

Ray of Frost

Deal 1d8 Cold damage reduce target’s movement by 3m if hit.

Shocking Grasp

Deal 1d8 Lightning damage and prevent target from using Reactions for one turn.

Baldur’s Gate 3 - Image is split into two parts - 1. Drow wizard electrocuting the Phase Spider Matriarch and 2. Drow wizard casting Burning Hands

Gain Advantage on hit if target is wearing metal armour.

True Strike

Gain Advantage on your next Attack Roll.

Charm Person

Gain Advantage on Charisma Checks in dialogue and prevent enemies from attacking you during combat.

Baldur’s Gate 3 - Level Up screen of an Abjuration Wizard

Colour Spray

Blind all creatures within range up to 33 hit points.

Disguise Self

Make yourself magically appear as another race and/or gender until your next Long Rest.

Enhance Leap

Triple a touched creature’s jumping distance.

Baldur’s Gate 3 - Level Up screen of an Evocation Wizard

Expeditious Retreat

1 Bonus Action

Gain Dash as a Bonus Action until your next Long Rest.

False Life

Gain 7 temporary hit points unit your next Long Rest.

Feather Fall

Take no damage from falling.

Drow Sorcerer considers classing into Necromancy Wizard in Baldur’s Gate 3

Find Familiar

Summon an animal familiar to aide you.

Fog Cloud

Create a cloud of fog that blinds enemies and prevents ranged projectiles from entering or leaving.

Grease

Create a pool of grease on the ground that can knock enemies Prone and light on fire.

Sorcerer Drow considers taking Conjuration as possible class in Baldur’s Gate 3

It creates an ice surface that can knock enemies Prone and is immune to being Silenced.

Longstrider

Increase your movement by 3m until your next Long Rest.

Magic Missile

Fire 3 projectiles dealing 1d4 + 1 damage each (3d4+3 total) that never miss.

Drow Sorcerer considers classing into Enchantment Wizard in Baldur’s Gate 3

These projectiles can be split or sent to one target.

Target protected by this spell cannot be Charmed, Frightened, or possessed by them.

Sleep

Put creatures to sleep up to 24 hit points.

Drow Sorcerer considers classing into Divination Wizard in Baldur’s Gate 3

Thunderwave

Deal 2d8 Thunder damage in a wave and knock creatures and objects backward.

On a successful Constitution save, creatures remain put and take half damage.

Witchbolt

Deal 1d10 Lightning damage.

Drow Sorcerer considers classing into Illusion Wizard in Baldur’s Gate 3

Level 2

Arcane Lock

Lock a door or container that cannot be lockpicked or Knocked.

Blur

Attackers have Disadvantage on attack rolls against you so long as they rely on sight.

Cloud of Daggers

Create a cloud of daggers to deal 4d4 Slashing damage.

Drow Sorcerer considers classing into Transmutation Wizard in Baldur’s Gate 3

Crown of Madness

Cause a target to begin attacking the closest creature to them regardless of alliance.

Darkness

Create a cloud of darkness to blind creatures and prevent ranged attacks in or out.

Darkvision

Creature can see in the dark up to 12m until their next Long Rest.

Baldur’s Gate 3 - Gale greeting the player for the first time.

Detect Thoughts

Read the thoughts of creatures while talking to them.

Enlarge-Reduce

Enlarge or shrink a creature, affecting its weapon damage, Strength Checks, and Strength Saving Throws.

Melee attacks are auto-Criticals.

Triple-A Games

Invisibility

Turn invisible, inciting Disavantage on attacks made against you and giving Advantage to your own attacks.

Even when missing, targets take half damage.

Misty Step

Instantly teleport anywhere within 18m in an unoccupied space.

Baldur’s Gate 3

Ray of Enfeeblement

Decrease a target’s weapon attacks be half damage when they use a weapon with Strength.

See Invisibility

You are able to see Invisible creatures and reveal them others.

Shatter

Deal 3d8 Thunder damage in a circle or half as much on a Constitution save.

Level Three

Animate Dead

Raise an undead as a servant.

Teleport up to 6m on your next turn.

Fireball

Deal 8d6 damage in a wide area or half as much on a successful Dexterity Save.

Fly

Gain ability to Fly for up to 10 turns.

It gains Advantage on all physical Saving Throws.

Immune to effects of Silence.

Protection from Energy

Gain resistance to Acid, Cold, Fire, Lightning, or Thunder damage.

Remove Curse

Remove a curse from a target.

Sleet Storm

Disrupt Concentration of spellcasters within range, douse fires, and create an ice surface.

Slow

Choose up to 6 enemies within range to limit their actions, movement, and AC.

Stinking Cloud

Create a cloud of gas that prevents creatures from taking actions on a failed Constitution save.

Vampiric Touch

Deal 3d6 Necrtoic damage and regain half hitpoints.

You may use this for free without a spell slot for up to 10 turns with concentration.

Level Four

Banishment

Banish a creature to another plane of existence on a failed Charisma save.

Conjure Minor Elemental

Conjure a minor elemental as a servant.

Evard’s Black Tentacles

Create tentacles in a 6m radius that deal 3d6 Bludgeoning damage to enemies within.

This terrain is Difficult Terrain.

The ground becomes Icy Terrain.

Does not work on Huge creatures.

Polymorph

Turn a target into a sheep for up to 5 turns on a failed Wisdom save.

Stoneskin

Take half damage from all non-magical Bludgeoning, Piercing, and Slashing damage until Long Rest.

This cloud can be moved once per turn.

Conjure Elemental

Summon an elemental as a servant.

Dominate Person

Force a humanoid to fight for you on a failed Wisdom save.

Melee hits are auto-criticals.

Planar Binding

Force a celestial, elemental, fey, or fiend to fight as your ally.

Seeming

Disguise up to 4 members as another race or gender.

Wall of Stone

Create a wall of stone up to 18m.

Level Six

Arcane Gate

Create two portal points for up to 10 turns that creatures can travel between freely.

Chain Lightning

Select an enemy.

Create Undead

Raise a corpse as a mummy servant.

Disintegrate

Shoot a ray to deal 10d6+40 Force damage.

If the creature hits 0HP, it disintegrates immediately.

Flesh to Stone

Restrain a foe by beginning to turn them into stone.

If the target fails their Constitution saves for three turns, they turn into stone and are Petrified.

Globe of Invulnerability

Create a dome that prevents all damage from coming or out of it.

Otto’s Irresistble Dance

Force a creature to lose its actions and movement.

it’s possible for you to recast this spell without expending spell slots for up to 10 turns.

Wall of Ice

Create a wall of ice that deals 10d6 Cold damage to anyone in the way.

EachSchool of Magiccorresponds to aSchool of Magicthe classification system forspells,some items, andmagic types.

School Of Evocation (Subclass)

Evocation spells focus elemental energy into powerful attacks and enchantments.

Those who specialize in this school are known as Evokers.

Evocation spellslay waste to foesin a blaze of elemental fury, making Evokers fearsomeranged damage dealers.

Empowered Evocation

Add your Intelligence modifier to the damage of all Evocation spells.

Necromancers are capable ofsiphoning the life energy of enemiesandturning defeated corpses into unwilling allies.

With spells like Animate Dead at their disposal, hordes of enemies will become hordes of servants.

Undead Thralls: Additional Undead

When you use “Animate Dead,” you raise an additional undead.

Inured to Undeath

Become Resistant to Necrotic Damage and Immune to changes in your maximum HP.

From weather to elemental creatures, Conjurers aremasters at controlling a battlefield.

As a conjurer, you’ll never fear the future tides of battle.

Minor Conjuration: Create Water

Gain the ability to cast “Create Water.”

Benign Transposition: Teleport

Teleport to a space within 9m or swap positions with an ally within 9m.

Focused Conjuration

You cannot break Concentration on Conjuration spells from taking damage.

With their abilities, an enchanter could be anything from peacemaker to tyrant and everything between.

Instinctive Charm

Charm an enemy attacking you to attack one of their allies instead as a Reaction.

Split Enchantment

Target up to 2 creatures with Enchantment spells that would normally target one.

Not even things invisibleto the naked eye can escapethe third eye of the diviner.

These replenish each Long Rest.

When it comes to the illusionist, the world will always be what you make it.

Improved Minor Illusion

Gain ability to cast Minor Illusion as a Bonus Action.

Become able to see invisible creatures and possibly reveal them to allies.

They wield the raw stuff of creation and learn to alter both physical forms and mental qualities.

When it comes to the School of Transmutation, nothing has to be what it has always been.

Spells of this class willhelp you explore areas you’d never reachotherwise.

Being a transmuter, you’ll have an answer for every scenario.

After all, a transmuter is the master of prior preparation.

Experimental Alchemy

Roll a Medicine Check.

On a 15 or higher, brew 2 concoctions when using alchemy instead of one.

Shapechanger

Transform into a Blue Jay and fly.

Wizard Companions

Baldur’s Gate 3 features oneWizardcompanion:Gale, the Wizard of Waterdeep.

You’ll be able toask him to join you on your travelsafter this conversation.

NEXT:Baldur’s Gate 3: Inspiration, Explained