With eight different subclasses, The wizard class in Baldur’s Gate 3 Has the most variety in its specializations. It also has the least class-specific features at each level-up, since it focuses on its expanded spellcasting. The subclass abilities really matter, because they are the only class-specific features wizards get. Thus, players really need to consider which option they choose.
The subclass centers around the eight schools of magic: Abjuration, conjuration, divination, enchantment, evocation, illusion, necromancy and transmutation. Each is supposed to improve spells belonging to their affiliated school, though the extent to which they do so varies. With so many options, players may want to know which wizard subclass is strongest before making their choice.
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The Abjuration Wizard is a tanky spellcaster
They deal damage with Arcane Ward
Most primary casters are notorious for their squishiness. The Abjuration Wizard subverts that expectation by Being one of the tankiest characters in the game, thanks to an ability called Arcane Ward. The ward protects the wizard from damage, but the way it actually works is more complicated.
When the wizard casts another Abjuration spell, the ward’s intensity increases again in the same way.
When abjuration wizards cast abjuration spells, They create this section and give it an “intensity level.” This level is equal to twice the level of the spell cast. When the wizard takes damage, the amount taken decreases by a number equal to the section’s intensity, which decreases by one. When the wizard casts another Abjuration spell, the ward’s intensity increases again in the same way. It can reach a peak intensity of twice the wizard’s level, eventually reaching twenty-four.
As the spell casts Shield, Mage armorOr CounterspellThe ward can reach intensity levels of eight or nine with ease. At higher levels, they can use their reaction to protect allies with the wardand gain intensity bonuses on a short rest. Abjuration wizards don’t get anything else, but the ward is so powerful that they don’t need to.
Conjuration wizards suffer from some underwhelming features
Create water and teleport without concentration
The Conjuration subclass suffered the most in the transfer to video game format of DND. His starting ability, Minor Conjuration, allows the wizard to cast Make water Once per short rest. It can be useful, as it can be a damage boost to enemies wet before you hit them with lightning damage. But it is not great, and It’s funny that Make water Is not from the Conjuration SchoolInstead of being a transmission spell.
The conjuration wizard’s sixth-level feature, Benign Transposition, is slightly better. They can use an action to teleport to an empty space up to 30 feet awayOr to switch places with an ally. It is available once per long rest in Baldur’s Gate 3But can be used again with an instant slot. This has creative potential, but with a disappointing range and action cost, options like Misty step And dimension door are more tempting.
Their 10th level feature, Focused Conjuration, means Wizards do not have to make a concentration save when taking damage while concentrating on a conjuration spell. This is fine, as many conjuration spells require concentration. But it would be better if the wizards couldn’t lose concentration when stunned or prone. It’s a nice feature, but doesn’t make up for the abysmal early abilities.
Divination wizards have power over chance
Overcoming dice rolls with portent
The divination subclass is among the most powerful in DNDAnd it stays that way BG3Despite the fact that many of the divination spells in the TTRPG are not in the video game. In fact, there are only two divination spells on the wizard list (Detect thoughts And See invisible). Fortunately, the sages do not rely on witchcraft to be strong, and neither does magic, for that matter.
As a reaction to any attack roll or saving throw made within 30 feet, they can replace the outcome with one of two “portent dice” determined at the beginning of the day.
Instead, their main feature is portent. This allows the wizards to determine the outcome of several dice rolls twice a day. As a reaction to any attack roll or saving throw made within 30 feet, they can replace the outcome with one of two portent dice determined at the beginning of the day. This allows Divination Wizards to turn an ally’s missed attack into a critical hitForce an enemy to fail a saving throw, or even help yourself avoid a trap.
This ability is great, with no chance of failure, because wizards know exactly what to expect from it every time. Later levels provide more portent dice uses in a day. Divination Wizards also gain permanent Darkvision or See invisibleBut the powers are nothing beyond portent.
The Enchantment Wizard starts strong but levels off
Getting close during combat is too risky
The Enchanting subclass gets a neat early ability called Hypnotic GazeWhich allows the wizards to incapacitate an enemy for an entire battle, as long as they stay focused on it. They must get close to an enemy and force them to make a wise save. On a failure, the enemy is unable to play for two turns, or as long as the enchantment wizard uses their action to stop the effect.
This feature has creative potential, with the wizard being able to isolate and incapacitate a host monster While the party clean up the hands. But it is risky to use, only works once per long rest, and keeps the wizard from casting spells with their actions. It has power, but a lot of downsides.
Later, human wizards can use a reaction to charm creatures that attack them, which can be useful, but is the same as a BG3 Elite power any player character can get. At 10th level, when they cast an enchantment spell that would normally target one creatureThey aim for two. This is basically an alternative to upcasting spells like Stop And dominate man. But disappointingly, it cannot be combined with upcasting to target three or more creatures.
The Evocation Wizard mitigates magical destruction
Complete blast attacks with no friendly fire
The evocation school is all about manipulating energy for destructive purposes, so it’s ironic that the evocation wizard’s main ability limits damage. Their ability sculpt spells Allows wizards to cast evocation spells without harming their allies. They can throw a fireball right in their party’s faces, and the spell will only hurt offline or enemy creatures.
Many Players raise the Evocation subclass just for thatBecause it makes friendly fire without spending. It compensates for their lackluster sixth-level ability. When evocation wizards cast cantrips that require a saving throw, enemies still take half damage on a success. The only two cantrips this affects are Sour splash And Poison sprayWhich are fairly weak, and it’s likely that many players never took them in the first place.
Empowered Evocation allows wizards to add their Intelligence modifier to damage rolls for evocation spells.
The last evocation wizard feature differs drastically from his DND opposite, and makes the notoriously bad feature quite strong. Empowered Evocation allows wizards to add their Intelligence modifier to damage rolls for evocation spells. in DNDThis injury was only added once, Meaning even if a spell has multiple projectiles or hits multiple creaturesIt only adds the damage once. in Baldur’s Gate 3This damage is added to each projectile, so Magic Missile And Burning beam Become total powerhouses.
Illusion Wizards are held back by limited abilities
Creating illusion and seeing invisible work is not complete
Much like the Conjuration subclass, illusion suffered in the transfer to BG3. Their TTRPG abilities rely on creative use of illusions, which is difficult to emulate in a video game format. Their starting ability is useless in almost any scenarioSince it relies on Minor illusionand can only cause a momentary distraction.
Typically, the cantrip creates the image of a cat for a few seconds, luring NPCs to investigate. This subclass lets wizards cast it as a bonus action, without revealing itself Or use verbal components. But none of that matters in situations where players are casting it, meaning while the ability sounds like it does a lot, it doesn’t actually do much.
Later, at sixth level, illusion wizards can cast See invisible Once per short rest, which is a worse version of a divination wizard ability. Finally, they can potentially cause an attack against themselves to miss once per short rest. Not only does this come too late in the game, It also feels like a step down from the divination wizardWho can use Portent in the same situation.
The school of necromancy is best for building a summoner
Assemble a potential undead army with animated dead
The necromancy subclass has some early abilities that make it so A good choice for summoning builds. At level two, they regain hit points by killing creatures with leveled spells. They get back more HP by using necromancy spells, viz Ray of disease Or Circle of death. While the healing is minimal, it is a nice buff for keeping wizards alive longer.
Where the necromancy wizard shines is at sixth level. They add an improved form of Relive death to their instant list, Which allows the spell to raise two corpses instead of one, and gives Maiha more health and damage. Players can use this to summon a true undead army. Unfortunately, the buff only applies to creatures made with animated death, so danse macabre And Make undead Don’t get an upgrade.
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At 10th level, necromancy wizards gain necrotic resistance and are immune to having their HP totals lowered. This ability would be more useful if it was available during act two, where most creatures that deal necrotic damage and lower HP totals are located. By 10th level, players will likely be at or near act three.
Transmutation Wizards: Cool in theory, ineffective in practice
Transmuter’s stones can bring a lot of shared buffs
Transmutation does some unique things as a subclass, but unfortunately, they don’t pay off. on the second level, Transmission wizards can make two potions for the price of one if they succeed on a medicine check. Potions in BG3 are powerful and should be used as much as possible, but there are enough in the game that this ability feels unnecessary.
They don’t get anything else until sixth level, when the subclass gains the Transmuter’s Stone feature. Wizards can create one stone at a time, which can be carried by any party member, giving one of several buffs. They vary from damage resistance, to speed boosts, to darkvision. The buffs are neat, and the fact that they can be shared is cool. If the subclass leant to improve the stones and become more active at once, it could be great.
Instead, their 10-level ability lets them turn into a blue jay. This grants a flying speed and makes the wizard tiny, which can be usefulBut the blue jay has so few hit points that any attack will destroy it. It makes the feature difficult to use in combat, and outside of combat, there are better ways to transform and explore. The wizard himself can cast Fly Or Reduce. This subclass feels like a lot of wasted potential.
Which subclass is strongest?
Abjuration, divination or evocation
The abjuration, divination and evocation wizards are the most powerfulEach with their own strengths. The Abjurer is an unkillable tank, the Diviner controls the luck of the game, and the Evoker has incredible damage-dealing capabilities. Players should choose which option they go for based on the composition of their party.
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If they have damage under control but tend to get killed in every combat, Abjuration can help. If they need hard-hitting AoEs, Evocation is great. And the divination wizard can do something else, making any of the options viable to improve the party in Baldur’s Gate 3.