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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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