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The Wizard's Whimsical Workbook: A Guide to Spells, Staffs, and Scholarly Success


Greetings, aspiring spellcaster! If you're venturing into the arcane world of wizards in "Baldur's Gate 3", you're in for a magical ride. Wizards are the scholars of the D&D world, wielding spells with precision and intellect. But fret not! This guide, sprinkled with wisdom, is here to illuminate your path.

1. Attributes to Aspire For:

  • Intelligence: The lifeblood of a wizard. It determines your spellcasting ability, the number of spells you can prepare, and even adds to your spell save DC and spell attack bonus.

  • Dexterity: Helps with those pesky initiative rolls and adds to your AC, ensuring you're not the first target of that charging ogre.

  • Constitution: Because having a bit more health never hurt anyone. Especially when you're in the line of fire.

2. Weapons & Wardrobe:

  • Weapons: Wizards aren't known for their martial prowess. Stick to daggers, darts, slings, and quarterstaffs. Or better yet, let your spells do the talking.

  • Armor: Ah, the tricky part. Wizards aren't proficient with armor. But fear not! Spells like Mage Armor are your best friends.

3. Spell Selection Sensibilities:

  • Cantrips: These are your bread and butter. Firebolt for damage, Mage Hand for utility, and Prestidigitation for... well, fun.

  • 1st Level Spells: Magic Missile never misses. Shield can be a lifesaver. Find Familiar gets you a cute pet with utility.

  • Higher-Level Spells: As you progress, your spellbook expands. Always have a mix of damage-dealing spells, utility spells, and a few defensive ones.

4. Sublime Subclasses:

  • School of Evocation: For those who like their spells with a bang. Specializes in damage-dealing spells.

  • School of Abjuration: The protectors. These wizards excel in warding and protective spells.

  • School of Conjuration: Fancy summoning objects or creatures? This is your school.

  • School of Divination: Knowledge seekers who can glimpse the future.

  • School of Enchantment: Masters of the mind who can charm and bewitch.

  • School of Illusion: Tricksters who create and manipulate illusions.

  • School of Necromancy: For those with a fascination for life and death.

  • School of Transmutation: Change artists who modify energy and matter.

5. Backgrounds to Build Upon:

  • Sage: The quintessential wizard background. You're a scholar, and your knowledge of the arcane is vast.

  • Hermit: Perhaps your magic is self-taught, learned in isolation.

  • Acolyte: Maybe your magic is intertwined with your faith.

6. Race Recommendations:

  • High Elves: They get a bonus to Intelligence, and they can learn an extra cantrip.

  • Gnomes: Specifically, the Forest and Rock Gnomes. They have a natural inclination towards magic and get a bonus to Intelligence.

  • Tieflings: Their infernal heritage grants them some innate spellcasting abilities.

In conclusion, being a wizard in "Baldur's Gate 3" is about more than just hurling fireballs (though that's fun too). It's about strategy, understanding your spells, and knowing when to cast them. It's about being prepared, being versatile, and sometimes, just enjoying the sheer wonder of magic. So, grab your spellbook, adjust your pointy hat, and step into the world of arcane possibilities. And remember, the most powerful tool a wizard has is their mind. Well, that and a well-timed Counterspell. Happy spellcasting!

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