This guide focuses on the best Wizard build in Baldur’s Gate 3, the Enchantment subclass, and includes all components to build a powerful character.

This build has been updated for the patch 4 version of Baldur’s Gate 3.
Enchantment Wizard Class Introduction
Wizards class are renowned for their spellcasting prowess and unmatched versatility. They have access to the largest spell list in the game, enabling them to adapt to various situations. Wizards excel in area-of-effect spells, utility, and control, but they may require careful planning and preparation.
We will select the Enchantment subclass which excels at mind control. This build will utilise a melee charm skill along with charm when being attacked. Enchantment is persuasive and deceptive Wizards who excel at confusing enemies.
Wizard Class Pros | Wizard Class Cons |
---|---|
Spell Selection | Low Durability |
Area Damage | Lacks Additional Actions |
Control Undead | Lacks Metamagic |
Enchantment Wizard Class Mechanics and Features
Here are the essential Baldur’s Gate 3 Enchantment Wizard Build features and mechanics to focus on:
- Primary Ability: Intelligence
- Saving Throws: Intelligence and Wisdom
- Subclass: Enchantment School
- Armour Proficiency: None
- Weapon Proficiency: Quarterstaves, Light Crossbows, Dagger
- Preferred Armor: Clothing
- Preferred Weapon: Quarterstaff
- Enchantment Savant: Learning Enchantment spells from scrolls costs 25 gold pieces per spell level.
- Hypnotic Gaze: Charm and Incapacitate a creature.
- Arcane Recovery: Replenish spell slots while out of combat.
Wizard Spell Casting Explained
- Cantrips: are like spells, but you can cast them infinitely, and they don’t take your spell slots.
- Prepared Spells: allows you to swap in and out spells that you’ve learned in your spell book.
- Spell Slots: limited resource of spells you can cast which needs long rest to replenish.
- Arcane Recovery: a resource that allows you to recover used spell slots.
- Concentration: spells that require you to focus which can be interrupted and you can only have one active at a time.
For the list of the best spells, look below in level progression for the Best Baldur’s Gate 3 Enchantment Wizard Build Guide.
Enchantment Subclass

The Enchantment subclass for the Wizard in Baldur’s Gate 3 is a subclass that focuses on using magic to control and manipulate the minds of their enemies. Enchantment Wizards are masters of persuasion and deception, and they can use their spells to charm, confuse, and even dominate their opponents.
The Enchantment Wizard School subclass unlocks the following features and spells:
- Enchantment Savant (Level 2) – Learning Enchantment spells from scrolls costs half as much, becoming 25 gold pieces per spell level.
- Hypnotic Gaze (Level 2) – Charm and Incapacitate a creature. It cannot attack you. It cannot act. You can Maintain your Hypnotic Gaze each turn to extend its duration.
- Instinctive Charm (Level 6) – Charm an enemy attacking you. They will attack a new target if possible as a reaction.
- Split Enchantment (Level 10) – You know your enchantments inside and out. You can target 2 creatures with Enchantment spells that would normally only target 1 creature.
Recommended Backgrounds

Sage is the Best Background for our Best Baldur’s Gate 3 Enchantment Wizard Build Guide. You want to pick a Background that gives you skill proficiency in primary ability (stat) Intelligence. This choice mostly influences roleplaying and dialogue options aspects and allows you to create unique characters. Additional choices are:
- Sage: You are curious and well-read, with an unending thirst for knowledge. Learning about the rare lore of the world will inspire you to put this knowledge to a greater purpose.
- Acolyte: You have spent your life in service to a temple, learning sacred rites and providing sacrifices to the god or gods you worship. Serving the gods and discovering their sacred works will you to Greatness.
- Noble: You were raised in a family among the social elite, accustomed to power and privilege. Accumulating renown, power, and loyalty will raise your status.
Best Race Choice for Enchantment Wizard Build
The best overall race for an Enchantment Wizard is the High Half-Elf because they get an extra cantrip, light armour and shield proficiency. High Half-Elf can pair a quarterstaff with a shield at level 1 for extra Armour Class (AC) along with Darkvision making it the best race for Enchantment Wizard in BG3. The Human race also has Civil Militia triat with extra skill proficiency and additional carrying capacity making it a great secondary choice.
High Half-Elf | Human |
---|---|
Free Cantrip | Civil Militia |
Civil Militia | Extra Skill Proficiency |
Darkvision | Additional Carry Capacity |
The Wizard’s racial choice will not influence ability score, as everyone should get a +2 and +1 to spend regardless. This frees your race choice up to not completely hinder yourself based on ability score, but race features. Each of these races offers unique advantages that can
Recommended Skills for Enchantment Wizard Build

Investigation and Religion are the best skills for our Best Baldur’s Gate 3 Enchantment Wizard Build Guide because they complement your class abilities and enhance your effectiveness in various situations. In Baldur’s Gate 3, skills represent the abilities and proficiencies of your character that allow them to perform various actions and interact with the game world. Skills are associated with specific attributes and are used to determine the success or effectiveness of certain actions or abilities. They can be edited during character creation or with companions, during respec or reroll screen.
Here are the best skills for Wizard in Baldur’s Gate 3:
- Investigation is an Intelligence Skill.
- Religion is an Intelligence Skill.
Best Wizard Ability Scores

Below is the best ability score to unlock the full potential of the Best Baldur’s Gate 3 Enchantment Wizard Build Guide:
Ability | Points Goal |
---|---|
Strength | 8 |
Dexterity | 16 |
Constitution | 14 |
Intelligence | 16 |
Wisdom | 10 |
Charisma | 10 |
The best Enchantment Wizard ability score is 16 intelligence because it increases spells’ chance to land and damage along with 16 dexterity. Dexerity and cloth will help with your Armour Class (AC), and combine 16 Dexerity with Mage Armour spells you have 16 AC at the level and a much better chance to avoid spells.
During character creation, the game will automatically distribute your abilities in the character creation abilities tab. You will need to reprioritize the stats for the chart for the Best Wizard build. Simply use the plus-minus in the character creator and make sure you have the suggested race, or the numbers will be off.
Enchantment Wizard Spell Slots
Here’s a chart that shows the levels and spell slots unlocked for the Wizard class in Baldur’s Gate 3:
Wizard Level | 1st | 2nd | 3rd | 4th | 5th | 6th |
---|---|---|---|---|---|---|
Level 1 | 2 | 0 | 0 | 0 | 0 | 0 |
Level 2 | 3 | 0 | 0 | 0 | 0 | 0 |
Level 3 | 4 | 2 | 0 | 0 | 0 | 0 |
Level 4 | 4 | 3 | 0 | 0 | 0 | 0 |
Level 5 | 4 | 3 | 2 | 0 | 0 | 0 |
Level 6 | 4 | 3 | 3 | 0 | 0 | 0 |
Level 7 | 4 | 3 | 3 | 1 | 0 | 0 |
Level 8 | 4 | 3 | 3 | 2 | 0 | 0 |
Level 9 | 4 | 3 | 3 | 3 | 1 | 0 |
Level 10 | 4 | 3 | 3 | 3 | 2 | 0 |
Level 11 | 4 | 3 | 3 | 3 | 2 | 1 |
Level 12 | 4 | 3 | 3 | 3 | 2 | 1 |
Enchantment Wizard Illithid Powers

Illithid Powers are unlocked later in the game when you learn more about the Mind Flayers and tadpoles. You can gain jars of Mind Flayer Parasite Specimens, consume them to gain one point. This is essentially another skill tree advancement with some very strong powers. If you decide to advance this skill line, these are the choices we suggest.
Here are the best Illithid Powers for the Best Baldur’s Gate 3 Enchantment Wizard Build Guide:
- Charm: Channel the dark allure of the tadpole to Charm an enemy that attacks you, preventing them from attacking you until their next turn.
- Repulsor: Deal force damage and Force Push anything and anyone back 6m.
- Mind Blast: Spew forth a conical wave of psychic energy and possibly stun targets within for 1 turn dealing psychic damage.
- Freecast: Spell slots, charges, and similar resource costs for your next action or spell are removed. Refreshes after a Short or Long rest.
Enchantment Wizard Level Progression
Level 1

At level one, the Wizard will unlock the following: three cantrips, two Level 1 spell slots and learn six spells.
Cantrip Selection
- Fire Bolt: Hurls fireball dealing 1d10 fire damage 18m range.
- Light: Infuse an object with an aura of light. Lasts until Long Rest.
- Blade Ward: Take only half of the damage from Bludgeoning, Piercing, and Slashing attacks.
- Mage Hand: Create a spectral hand that can manipulate and interact with objects.
Spell Selection
- Mage Armour: Surround an unarmoured creature with a protective magical force. Its Armour Class increases to 13 + Dexterity modifier.
- Magic Missile: Create 3 darts of magical force, each dealing 1d4+1 Force to its target. The darts always hit their target.
- Grease: covers the ground in grease, slowing creatures within and possibly making them fall prone.
- Thunderwave: Release a wave of thunderous force that pushes away all creatures and objects (2d8 Thunder).
- Chromatic Orb: Hurl a sphere that deals 3-24 elemental damage and possibly creates a surface on impact.
- Shield: When you are about to be hit by an enemy, increase your Armour Class by 5. You take no damage from Magic Missile.

Arcane Recovery: you can recover two spell slots. The number allows you to either restore two level 1 spells or one level 2 spell. It’s a simple mechanic that you can use to prevent endless Resting in between fights. Expect a lot of rest at lower levels where your spell slots are limited.
At level 1, your gameplay will revolve around the following spells Magic Missile for single-target damage, Grease with Firebolt Cantrip for area damage, and Thunderwave for knockback.
The most important practice at this level is to cast Mage Armor after every long rest. This spell gives you a +3 Armor Class (AC). While wearing clothing or light armor, you get another +3 AC due to having 16 Dexterity. This combination gives you 16 AC at level 1 while wearing zero armor. AC determines the likelihood of getting hit, rather than damage mitigation, but it is essential for survival early on.
The downside of this setup is that you lack spell slots. Using a level 1 spell slot immediately reduces your damage or spell availability. That’s why the High Half-Elf is a great racial choice. The Fire Bolt cantrip does great damage early on and does not use spell slots. You can also use Arcane Recovery to gain spell slots and should be using Sleep to crowd-control targets early.
As you progress through your levels, you will lean more on damage, and less on crowd control for utility. Your goal is to make use of your action with spells, and then bonus action with potions or consumables. Also, remember you have friendly fire with area-based spells so only target areas without allies.
Enchantment Wizard Level 1 Prepared Spells: Mage Armour, Magic Missile, Grease, and Thunderwave.
Level 2
Level two the Wizard picks their subclass, two spells, and will have a total of 5 prepared spells. You get access to two subclass features from the Enchantment school.
- Find Familiar (spell selection): Gain the service of a familiar, fey spirit that takes an animal from your choice.
- Ice Knife (spell selection): Throw a shard of ice that deals 1∼10 Piercing damage. It explodes and deals 2∼12 Cold damage to anyone nearby creating an ice surface. This spell can be cast while you are Silenced.
- Enchantment Savant (subclass feature) – Learning Enchantment spells from scrolls costs half as much, becoming 25 gold pieces per spell level.
- Hypnotic Gaze (subclass feature) – Charm and Incapacitate a creature. It cannot attack you. It cannot act. You can Maintain your Hypnotic Gaze each turn to extend its duration.

Your subclass feature gives Hypnotic Gaze which costs an action and requires you to be in 3-meter range. You Charm the enemy which prevents them from attacking you, and it does help with Charisma checks. This is a weaker crowd control spell, because you will have access to many that are at further range, can hit multiple targets, and prevent the enemy from taking a turn. Hypnotic Gaze be an alternative to Thunderwave when an enemy closes the distance.
For spells here, you prepare Chromatic Orb for some area damage and choosing the element type is the benefit of this spell. Use Gaze as a melee crowd control or dialogue tool.
Enchantment Wizard Level 2 Prepared Spells: Mage Armour, Magic Missile, Grease, Thunderwave, and Chromatic Orb.
Level 3
At Level 3 the Enchantment Wizard unlocks two level 2 spells and gets to select two new spells with a total of 6 prepared spells.
- Scorching Ray (spell selection): Hurl 3 rays of fire. Each ray deals 2∼12 Fire damage.
- Misty Step (spell selection): Surrounded by silver mist, you teleport to an unoccupied space where you can see up to 18m range.
Both Scorching Ray and Misty Step are powerful spells. Scorching Ray acts as a more powerful magic missile in which you can choose three targets or just one for maximum damage. Misty Step is a great mobility tool and uses a bonus action. The combination early that is great is Misty Step to a target near a ledge, and Thunderwave to knock them off for an instant kill or big damage.
Prepare Scorching Ray, and next level with higher Intelligence, you can prepare additional spells which will include Misty Step.
Enchantment Wizard Level 3 Prepared Spells: Mage Armour, Magic Missile, Grease, Thunderwave, Chromatic Orb, and Scorching Ray.
Level 4
At Level 4 the Enchantment Wizard unlocks one new cantrip, two spells, and your first feat. Below are our suggestions at level four:
- Minor Illusion (cantrip selection): Create an illusion that compels nearby creatures to investigate. You can remain hidden while casting this spell. This spell can be cast while you are Silenced.
- Ability Improvement (feat selection): +2 Intelligence.
- Mirror Image (spell selection): Create 3 illusory duplicates of yourself that distract attackers. Each duplicate increases your Armour Class by 3. Whenever you successfully evade an attack, one of the duplicates disappears.
- Hold Person (spell selection): Hold a humanoid enemy still. They can’t move, act, or react. Attacks from within 3m are always Critical Hits.
This level will give you more intelligence with our feat that aids in spell power and the likelihood of landing attacks. Mirror Image is a flex skill used when you need to survive tough encounters. You can combine this with Shield for very high survivability.
Hold Person is a powerful single-target spell that should be used on enemies with high damage. Only cast this if you have 60% or higher to succeed or it’s a wasted turn. With more intelligence, we can prepare an additional spell. Prepare both Hold Person and Misty Step and this level should give you a nice boost in overall power and mobility.
Enchantment Wizard Level 4 Prepared Spells: Mage Armour, Magic Missile, Grease, Thunderwave, Chromatic Orb, Scorching Ray, Misty Step, and Hold Person.
Level 5
At level 5 the Enchantment Wizard unlocks two level 3 spell slots and selects two spells with another prepared spell. Below are our suggestions at level five:
- Fireball (spell selection): Shoot a bright flame from your fingers that explodes upon contact, torching everything in the vicinity 8d6 18m range 6m radius.
- Counterspell (spell selection): Nullify another creature’s spell as a reaction. The spell must be 3rd level or lower. If it is higher, you must succed a Check to nullify it, the difficulty of which is based on the spell’s Level.
We selected two very powerful spells Fireball for area damage and Counterspell for control. Fireball is one of the best area damage spells, but it also comes with friendly fire so don’t cast it and center the radius if your friendly companions are involved. Counterspell allows you to negate an incoming spell. This is very useful when you or someone on your team cannot survive another attack, or a crowd control spell like Hold Person is inbound. Save a level 3 spell slot just in case you need to counter something. Drop Chromatic Orb here and prepare both spells.
Enchantment Wizard Level 5 Prepared Spells: Mage Armour, Magic Missile, Grease, Thunderwave, Scorching Ray, Misty Step, Hold Person, Counterspell, and Fireball.
Level 6
At level 6 the Enchantment Wizard unlocks a subclass feature and selects two spells. Below are our suggestions at level six:
- Animate Dead (spell selection): Create an undead servant from a corpse. The target must be a Medium or Small corpse.
- Haste (spell selection): Target yourself or an ally to become Hastened which allows an additional action for that character hastened. This spell requires concentration, and the target becomes lethargic when the condition ends after 10 turns.
- Instinctive Charm (subclass feature) – Charm an enemy attacking you. They will attack a new target if possible as a reaction.

Your subclass unlock Instinctive charm is helpful when being attacked. You can use a reaction to avoid getting attacked and keeps you from dying. The two spells Haste and Animate Dead compliment your build. Animate Dead will require you to find a corpse then use it to summon a zombie to follow you around until long rest. While this isn’t a necromancy or conjuration build, it’s very helpful to use these free allies and summons for damage and decoys. Also, the ones we will select at further levels will “stack” meaning you can get a little Army of summons to help aid you all until long rest.
Enchantment Wizard Level 6 Prepared Spells: Mage Armour, Magic Missile, Grease, Thunderwave, Scorching Ray, Misty Step, Hold Person, Counterspell, Fireball, and Animate Dead.
Level 7
At Level 7 the Enchantment Wizard unlocks one level 4 spell slot and selects two new spells to learn. Below are our suggestions at level seven:
- Conjure Minor Elemental (spell selection): Conjure a minor elemental to fight alongside you.
- Blight (spell selection): Plants take maximum damage from this spell, and have Disadvantage on the Saving Throw against it.
Conjure Minor Elemental is a powerful summoning spell that doesn’t require you to use a corpse but brings about the Elemental. You will only get one level 4 spell slot at this level, and using this will help you in combat. Blight is a powerful single-target spell and can help in mid-range fights to burn down a single target. Prepare Elemental and flex in Blight when you need more single targets.
Enchantment Wizard Level 7 Prepared Spells: Mage Armour, Magic Missile, Grease, Thunderwave, Scorching Ray, Misty Step, Hold Person, Counterspell, Fireball, Animate Dead, and Conjure Minor Elemental.
Level 8
t level 8 the Enchantment Wizard unlocks another level 4 spell slot, learns two new spells, and selects one feat. Below are our suggestions at level eight:
- Magic Initiate Warlock (feat selection): You learn two cantrips and a Level 1 spell from the warlock spell list. You can cast the Level 1 spell once per Long Rest. Your Spellcasting Ability for all 3 spells is Charisma.
- Eldritch Blast (cantrip selection): Conjure 1 beam(s) of crackling energy for 1~10 of Force damage.
- Friends (spell selection): Gain Advantage on Charisma Checks against a non-hostile creature. This spell can be cast while you are Silenced.
- Hellish Rebuke (spell selection): React to your next attacker with flames that deal 2~20 Fire damage.
- Confusion (spell selection): Befuddle a group of creatures, causing them to attack at random, wander around aimlessly, and occasionally skip turns in the stupor
- Banishment (spell selection): Temporarily Banish your target to another plane of existence
Level 8 you want to select Warlock Magic Initiate. This will unlock Eldritch Blast which is a powerful force cantrip and it doesn’t consume a spell slot. Hellish Rebuke is also handy when you are getting attacked to return fire. Two powerful crowd control abilities are available, Banishment and Confusion. Banishment is best for single-target stuns on a powerful boss where you need to remove it, so you don’t get wiped. Confusion is better in larger fights with 6 or more enemies. In general, prepare Banishment but don’t be afraid to swap spells in or out depending on your needs.
Enchantment Wizard Level 8 Prepared Spells: Mage Armour, Magic Missile, Grease, Thunderwave, Scorching Ray, Misty Step, Hold Person, Counterspell, Fireball, Animate Dead, Conjure Minor Elemental, and Banishment.
Level 9
At level 9 the Enchantment Wizard unlocks one level 5 spell, learns two new spells, and has 13 prepared spells to select from. Below are our suggestions at level nine:
- Conjure Elemental (spell selection): Bend the barrier between the Planes until they disgorge an elemental ally to follow and fight for you.
- Cone of Cold (spell selection): Make a flurry of frost, crisp air, and condensed snow crystals erupt from your hands.
At level 9 we get an even more powerful elemental with our level 5 spell slot. I chose the Earth Elemental that has area damage, crowd control, and a lot of health. Cone of Cold is a good area-based ice spell that is easier to aim in close range fights. This is helpful to destroy multiple targets without hitting allies. Prepare Conjure Elemental and remember, you can use Animate Dead, Minor and Major Elementals a this point all together.
Enchantment Wizard Level 9 Prepared Spells: Mage Armour, Magic Missile, Grease, Thunderwave, Scorching Ray, Misty Step, Hold Person, Counterspell, Fireball, Animate Dead, Conjure Minor Elemental, Banishment, and Conjure Elemental.
Level 10
At level 10 the Enchantment Wizard unlocks another level 5 spell slot, subclass feature, learns one new cantrip, two new spells with a another prepared spell. Below are our suggestions at level ten:
- Dancing Light (cantrip selection): Illuminate a 9m radius.
- Dominate Person (spell selection): Make a humanoid fight alongside you. Every time the creature takes damage, it makes a Wisdom Saving Throw against your domination. Allies cannot be dominated.
- Hold Monster (spell selection): Hold a humanoid enemy still. They can’t move, act or react. Attacks from within 3m are always Critical Hits.
- Split Enchantment (subclass feature) – You know your enchantments inside and out. You can target 2 creatures with Enchantment spells that would normally only target 1 creature.
Level 10 gives us Split Enchantment which allows us to target two creatures rather than one with our enchantment school spells. This is a great time to pick Dominate Person and Hold Monster. Dominate Person is a powerful spell that forces humanoids to fight with you, and now that we get two targets, this single handily can change the outcomes of fights. Flex in Hold Monster for non-humanoid fighters but prepare Dominate Person in general.
Enchantment Wizard Level 10 Prepared Spells: Mage Armour, Magic Missile, Grease, Thunderwave, Scorching Ray, Misty Step, Hold Person, Counterspell, Fireball, Animate Dead, Conjure Minor Elemental, Banishment, Conjure Elemental, and Dominate Person.
Level 11
At level 11 the Enchantment Wizard unlocks one level 6 spell slot, learns two spells with another prepared spell. Below are our suggestions at level eleven:
You’ve come to the final tier of spells, level 6, and there’s something important to point out. You will only get one level 6 spell slot unless you pick one of two of the most powerful Quarterstaffs in the game: Staff of Spellpower or Markoheshkir. These two uniquely have a passive that forgoes one spell slot and gives a free cast. Without these, you want to select two spells, with one being your primary and another a secondary in case you get these weapons.
- Disintegrate (spell selection): Shoot a thin green ray from your finger. If the 50∼100 Force damage reduces the target to 0 hit points, it disintegrates into a crumbly ash.
- Create Undead (spell selection): Raise a corpse as a heinous mummy that fights by your side.
Disintegrate is our level 6 spell to prepare due to its raw single target power. If you have either of the quarterstaff at this point, feel free to drop an earlier spell and prepare both level 6 spells. Create Undead can be used in conjunction with all the other summoning spells and will be a very powerful army.
Enchantment Wizard Level 11 Prepared Spells: Mage Armour, Magic Missile, Grease, Thunderwave, Scorching Ray, Misty Step, Hold Person, Counterspell, Fireball, Animate Dead, Conjure Minor Elemental, Banishment, Conjure Elemental, Dominate Person, and Disintegrate.
Level 12
You’ve reached the max level of 12 in BG3 with our Best Baldur’s Gate 3 Enchantment Wizard Build Guide. At this level you get two more intelligences and two more spells. Since you can only use 1 or 2 level 6 spells, prepare and select some earlier spells for utility. With extra intelligence, you can prepare two and I like Greater Invisibility and Stone skin. Be sure to check below for gear recommendations as a beginner or end-game Act 3 enchantment Wizard.
- Stoneskin (spell selection): Turn a creature’s flesh hard as stone. It takes only half the damage of all non-magical Bludgeoning, Piercing, and Slashing damage.
- Greater Invisibility (spell selection): Turn a creature Invisible. Attack against it have Disadvantage. It attacks with Advantage. When interacting with items, casting spells, or attacking, Stealth Checks are needed to maintain Invisibility. The check becomes harder with each successful attempt (DC 15 +1 per time a check is triggered). Lasts 10 turns.
- Ability Improvement (feat selection): +2 Intelligence.
Enchantment Wizard Level 12 Prepared Spells: Mage Armour, Magic Missile, Grease, Thunderwave, Scorching Ray, Misty Step, Hold Person, Counterspell, Fireball, Animate Dead, Conjure Minor Elemental, Banishment, Conjure Elemental, Dominate Person, Disintegrate, Create Undead, and Stoneskin.
Best Companions for Wizard Build
The best companion for a Wizard Build in Baldur’s Gate 3 is Lae’zeal because she’s a melee-focused damage dealer. She will engage enemies and take the pressure off your ranged-focused build, allowing you to free-cast spells. Having a heavy focus on melee will keep you in the distance while applying pressure, snaring, and debuffing the opposition.
- Lae’zeal (Fighter): damage, high survivability, and in-your-face aggression.
- Shadowheart (Cleric): buffs, healing, and control.
- Astarion (Rogue): High Initiative, damage, lockpicking, and sneaking
When putting your party together, consider companions for not only their combat prowess but also their outside abilities and skills that can influence storytelling, dialogue, and exploration. A balanced party will fit the traditional RPG ‘holy trinity’: Tank, Healer, and DPS. Ideally, in Baldur’s Gate 3, you are going to want one tank, one healer, one melee DPS, and one range DPS. Some classes/subclasses can cover both roles, so feel free to experiment and find out what works best for you.
Best Gear for Wizard Build
Beginner: Starting the Game
Here’s the best beginner gear for our Best Baldur’s Gate 3 Enchantment Wizard Build Guide:
Gear Slot | Best Gear Item |
---|---|
Head | Circlet of Blasting |
Cape | – |
Chest | The Protecty Sparkswall |
Gloves | Bracers of Defence |
Boots | Cinder Shoes |
Necklace | Amulet of Misty Step |
Ring | Ring of Colour Spray |
Ring | Sunwalker’s Gift |
Weapon 1 Main Hand | Melf’s First Staff |
- Circlet of Blasting: Can cast the spell Scorching Ray once per Long Rest. Sold by Blurg in the Myconid Colony.
- The Protecty Sparkswall: 10 AC + Dexterity modifier, +1 bonus to spell saves. Looted in Gilded Chest in Grymforge X: -645 Y: 360.
- Alternative: Poisoner’s Robe: When the wearer casts a spell that deals Poison damage, it deals an additional 1d4 Poison Damage. Looted from Phase Spider Matriarch underneath Blighted Village easiest entrance through a well.
- Bracers of Defence: You gain a +2 bonus to Armour Class as long as you are not wearing armour or holding a shield. Obtained in Necromancers cellar in Blighted Village
- Cinder Shoes: whenever you Burn an enemy, you gain 2 turns of Heat. Sold by Blurg in the Myconid Colony, Underdark.
- Amulet of Misty Step: Grants Misty Step Level 2 Conjuration Spell. Found in a Gilded Chest (X386 Y8) in Defiled Temple
- Ring of Colour Spray: Once per Battle, you can cast the Colour Spray spell. Obtained in Harpy’s Nest Secluded Cove (X:326, Y:495).
- Sunwalker’s Gift: the wearer can see in the dark up to 12m (used for non-Darkvision races like Dragonborn, Githyanki, etc). Buy it from Blurg in Myconid Colony in the Underdark.
- Alternative: The Sparkswall: the wearer cannot be electrocuted and gains resistance to lightning damage. Obtained in a chest in Arcane Tower, Underdark Act 1.
- Melf’s First Staff: 1d6 + 1 bludgeoning damage, gain +1 bonus to spell save DC, spell attack rolls, and Melf’s acid Arrow once per long rest. Sold by Blurg in the Myconid Colony.
- Alternative: Staff of Crones: Gain Ray of Sickness, Level 1 Spell. Underneath Auntie Ethel Hut in Sunlit Wetlands, in the Hag treasure room, after defeating her.
Advanced: End-Game
The following table presents the best advanced and end-game gear for our Best Baldur’s Gate 3 Enchantment Wizard Build Guide:
Gear Slot | Best Gear Item |
---|---|
Head | Helldusk Helmet |
Cape | Cloak of the Weave |
Chest | Robe of the Weave |
Gloves | Quickspell Gloves |
Boots | Disintegrating Night Walkers |
Necklace | Spellcrux Amulet |
Ring | Killer’s Sweetheart |
Ring | Shifting Corpus Ring |
Weapon 1 Main Hand | Markoheshkir |
- Helldusk Helmet: You can see in a magical and ordinary darkness up to a range of 12m. You cannot be Blinded; The wielder has a +2 bonus to Saving Throws against spells; Attackers can’t land Critical Hits on the wearer.
- Found inside the the House of Hope treasure room in front of Raphael’s Boudoir. Locking mechanism is revealed after passing a DC10 Perception Check.
- Cloak of the Weave: You gain a +1 bonus to Spell Save DC and Spell Attack Rolls; Absorb elemental damage once per Short Rest. Take half damage from the next elemental attack targeting you, and deal an additional 1d6 of that element type on your next attack.
- Sold by Helsik at the Devil’s Fee once her special stock is unlocked.
- Robe of the Weave: 10 AC, gain +2 AC, gain +1 bonus to spell save DC and Spell attack rolls.
- Lower level of Ramazith’s Tower
- Quickspell Gloves: Cantrips that cost an action cost a bonus action instead. This effect can be used once per Short Rest.
- Can be purchased at Lorroakan’s Projection at Sorceror’s Sundries
- Disintegrating Night Walkers: Can’t be Enwebbed, Entangled, or Ensnared and can’t slip on grease or ice; Misty Step once per Short Rest
- Dropped by True Soul Nere at the Grymforge
- Amulet of Greater Health: Increases the wearer’s Constitution score to 23; Advantage on Constitution Saving Throws Checks.
- Can be found in the House of Hope
- Spellcrux Amulet: Allows spell slot replenishment as a bonus action.
- Looted from The Warden in Moonrise Towers Prison X: 569 Y: -650.
- Killer’s Sweetheart: When you kill a creature, your next Attack Roll will be a critical hit. Once spent, this effect refreshes after a Long Rest.
- Can be found laying on the ground at the top of the stone structure in the Self-Same Trial inside the Gauntlet of Shar ( X: -833 Y: -729).
- Shifting Corpus Ring: Gain access to the Invisibility and Blur spells
- Drop by Fist Marcus at the Last Light Inn
- Markoheshkir: You gain a +1 bonus to Spell Save DC and spell attack rolls; Alleviate the arcane burden of spellcasting with the power of this staff. The next spell you cast doesn’t cost a spell cost.
- At Ramazith’s Tower, get to the lower level by jumping from the balcony with Feather Fall active. Find the interactive plate with the inscription “Below”. Press it to teleport at the bottom, and disable the shield using arcane.
Best Wizard Consumables, Potions, and Items
The following list represents the best individual use consumable items that will aid in our Wizard Build:
- Potion of Greater Healing: 8d4 + 8 healing and removes burning.
- Potion of Invisibility: Become invisible for 1 minute. Attacking or casting spells ends the status.
- Potion of Flying: 10 turns of flying.
- Potion of Speed: 3 turns of an increased action via the Haste condition.
- Potion of Angelic Slumber: fall asleep for two turns, then restore all spell slots, hit points, and abilities.
- Elixir of Peerless Focus: gain advantage on concentration saves (ingredients Sublimate of Belladona, and any ashes).
- Elixir of Vigilance: gain +5 bonus initiative and you cannot be surprised (ingredients sublimate of bloodstained hook, any ashes).
- Superior Elixir of Arcane Cultivation: gain a level 3 spell slot (ingredients Solution of Night Orchid, any Vitriol).
- Elixir of Viciousness: increase your critical hit chance (ingredients Vitriol of Shadowroot Sac, any Ashes).
- Elixir of Universal Resistance: gain resistance to all damage (ingredients Vitriol of Divine Miasma, any Sublimate).
Enchantment Wizard Gameplay Tips and Tricks
- Pre-Buff: Always cast Mage Armour following a long rest. This will keep you alive and often time you will forget it falls off. You can then immediately use spell recharge to fill back up on spell slots.
- Bonus Action: Don’t forget your bonus action which isn’t that useful immediately for Wizard. Oftentimes times you can use a potion of healing or speed to increase your chances of survival while doing damage.
- Use Environment: Remember that environment plus elements can equal big damage. Combine a fire spell with Grease and coat the area with fire damage. Same with water and electrical, have some way to use the environment and do extra damage.
- Knockback: Having a spell-like Thunderwave is essential to handling pressure from melee targets. Oftentimes, you will be the number one target of Fighters and Rangers. Combine a big knockback with Misty Step and create distance whenever you can to survive.
- Area Damage: Wizards bring big area damage to the party and that should be your focus when creating and using your build. Think of ways to hit multiple targets directly or with environmental damage to inflict the most damage at once.
- Rest Constantly: Your spell slots will quickly run out after one or more fights, especially if challenging. During my playthrough, resting and using the resources is merely a small-time commitment, but it’s the difference between life and death when you enter combat.
- Positioning: Keeping your distance and firing off spells and cantrips is how you successfully do damage. Every turn, ask yourself what’s the likelihood a melee character or range can hit me? Look to move back in distance and even use Hide to prevent damage from coming in. As a Wizard you do not lack damage, but survival can be tricky.
- Crowd Control: Wizards have great single-target and group crowd control. Make sure you focus on taking out the primary target with Sleep, Hold Person, or any other CC to limit potential damage.
- Big Nuke: Typically, you want to fire off your big spells early to finish off targets before they can attack you. Save at least one of your highest spell slots in reserve for a critical moment. Usually, I do this for Misty Step as it’s a get-out-of-jail-free card.
- Use Consumables: One of the best early consumables is the Potion of Speed. This gives you an extra action that the Wizard lacks inherently. This essentially doubles your combat potential for a few turns. The best part, it’s a bonus action to consume, so you can use it at the start of a battle and have a huge opening attack.
Remember, this build guide serves as a foundation, and you can always adapt it to suit your preferences and the needs of your campaign. Enjoy playing as a formidable Best Baldur’s Gate 3 Enchantment Wizard Build Guide!
Baldur’s Gate 3 Enchantment Build Summary Guide
Subclass Enchantment School
Armor: Cloth
Weapons: Quarterstaff
- Strength 8
- Dexterity 16
- Constitution 14
- Intelligence 16
- Wisdom 10
- Charisma 10
Level Progression
- Level 1 – Mage Armour
- Level 2 – Hypnotic Gaze
- Level 3 – Scorching Ray
- Level 4 – Feat +2 Intelligence
- Level 5 – Fireball
- Level 6 – Instinctive Charm
- Level 7 – Conjure Minor Elemental
- Level 8 – Feat Mage Initiative: Warlock
- Level 9 – Conjure Elemental
- Level 10 – Dominate Person
- Level 11 – Disintegrate
- Level 12 – Feat +2 Intelligence
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