Baldur’s Gate 3 is a game loaded to the brim with choices, options, possibilities, and unpredictable outcomes. Each roll of the dice presents a different chance to succeed or fail, to make a friend or to start a fight…and the options start stacking up even prior to the game really starting. Before gamers get down to smashing skulls, slinging arrows, and chucking spells, they will have to create their character and choose their class.
There are eleven base classes to choose from in Baldur’s Gate 3. Of the class choices that can be made, the Wizard is always a popular option, with their fireballs, high-casting damage, and awesome wizard robes. So, if you happen to have chosen to become your best Wizard and need help choosing what subclass to choose, you’ve come to the right place. Below is a ranking of all the Wizard subclasses in Baldur’s Gate 3.
Updated by Jeff Brooks on October 14, 2023: This guide has been updated to include new links throughout to help guide readers to relevant and valuable content to enhance their Baldur’s Gate 3 experience.
8 Illusion
Illusion is a subclass focused on disguises, distractions, and debuffs. This subclass is best for a sneaky mage and might be good for smaller-party playthroughs. Outside of being able to turn yourself invisible, you can also do the same to creatures in the world.
Level Bonus |
Spell |
Description |
---|---|---|
2 |
Improved Minor Illusion |
Bonus Action that can be cast even when Silenced |
6 |
Invisibility |
See through magical cloaks and disguises |
10 |
Illusory Self |
Creates phantom image for enemies to attack |
7 Transmutation
This school lets the Wizard transform things into useful items for your allies or against your enemies. Although it’s not the most dynamic school, it still is useful, especially to players who don’t want to continually buy potions and gear from vendors. Transmutation can also have some powerful in-battle effects, so, despite it ranking pretty low on the list, if you’re curious it’s worth a try.
Level Bonus |
Spell |
Description |
---|---|---|
2 |
Experimental Alchemy |
Create 2 potions instead of 1 when crafting |
6 |
Transmuter’s Stone |
Provide a small rock to an ally for some fantastic possibilities |
10 |
Bluejay Transmutation |
Transform an enemy into a Bluejay for 5 turns, or until their health runs out |
6 Necromancy
The School of Necromancy for the Wizard subclass is focused on death and dying. This one is ideal for playthroughs with undead minions, having resistance to those in the afterlife, and doing everything creepy in between. There is also some practical help for staying alive during battles.
Level Bonus |
Spell |
Description |
---|---|---|
2 |
Grim Harvest |
Whenever an enemy dies from your spell, gain a small heal |
6 |
Animate Dead |
Bring forth undead minions out of corpses to fight on your side |
10 |
Undeath |
Get resistance to Necrotic damage and undead damage related |
5 Divination
This school is for those those who want to communicate with creatures, see in the dark, and can affect attack rolls by “seeing the future.” Divination lands around the middle of the list because, although it can be very useful, it’s not the best subclass for damage or unique mechanics. A lot of what the subclass provides here can be found in a normal Druid playthrough. However, being the divine mage has its perks too.
Level Bonus |
Spell |
Description |
---|---|---|
2 |
Portent Dice |
Affect 2 Attack Rolls or Saving Throws each long rest |
6 |
Expert Divination |
Portent Dice now resets every short rest |
10 |
Darksight & Third Eye |
Gain sight in dark areas and the ability to see invisible creatures |
4 Enchantment
This school lets Wizards power up their spells increase damage and provide key buffs to their allies. This is also where you can Charm certain enemies and have certain effects on conversations as well. Enchantment is a great base subclass to choose from, and if you’re just looking to hypnotize enemies and buff your allies, this is the place to do it.
Level Bonus |
Spell |
Description |
---|---|---|
2 |
Hypnotic Gaze |
Stun an enemy over several turns, as long as the Wizard doesn’t take damage |
6 |
Instinctive Charm |
Force an enemy to attack a different target |
10 |
Split Enchantment |
All Enchantment spells can now target 2 targets instead of 1 |
3 Abjuration
The Abjuration School and subclass are meant for the protection of yourself and your allies. With different shields, protective spells, and general defensive abilities, this is a great choice for those looking to avoid being too much of a squishy DPS character.
Level Bonus |
Spell |
Description |
---|---|---|
2 |
Arcane Ward |
Creates a shield that lasts for several turns |
6 |
Projected Ward |
Give the same shield-granting ability to an ally or friendly creature |
10 |
Improved Abjuration |
Increase to effectiveness of Abjuration spells; increases the quality of Arcane Ward |
2 Conjuration
Conjuration comes in at a close second-place ranking because it’s one of the best subclasses for Wizards, hands-down. This school grants Wizard familiars, more crowd-controlling abilities, and new spells and mechanics. Conjuration spells can help a Wizard to stay alive and navigate the battlefield with various helpful spells and additions.
Level Bonus |
Spell |
Description |
---|---|---|
2 |
Create Water |
Conjure water to throw or rain down in a small area |
6 |
Teleport |
Instantly move between two locations |
10 |
Focused Conjuration |
Helps to ensure the casting of Conjuration spells can’t be affected by enemies |
1 Evocation
Evocation gets the number 1 spot here because it’s simply a powerhouse of a subclass for the Wizard. It’s probably the most overtly offensive choice of schools and for players that are looking to just wipe out enemies while being the squishiest DPS character, this is the subclass to choose.
Level Bonus |
Spell |
Description |
---|---|---|
2 |
Sculpt Spells |
Makes allies take zero damage from your aoe spells |
6 |
Potent Cantrip |
Cantrips still cause half of the damage when enemies land a successful Saving Throw |
10 |
Empowered Evocation |
Adds Intelligence to make spells cause more damage |