Best Wizard Spell Tier List in Baldur’s Gate 3

Discover everything you need to know about the best Wizard Spell tier list in Baldur’s Gate 3 and why they’re the best to use.

Best Wizard Spell Tier List in Baldur's Gate 3
Best Wizard Spell Tier List in Baldur’s Gate 3 (Source: Larian Studios)

Wizards have more spells known and spells available to them than pretty much anyone. They record all of these in their spell books. As soon as you make Wizard, you pick some Cantrips, which are spells you can cast sort of at will anytime it’s your turn at the cost of an action. Wizards pick up six first-level spells and then every time we level up we’ll get to pick two more. However, in order for you to actually cast any of these spells, you have to prepare them. Preparing spells essentially means that they are ready for your Wizard to cast. The number of spells you can prepare is a function of your Wizard’s intelligence modifier plus their Wizard level. In this guide, we’ll discuss the best Wizard spells in our tier list in BG3 and how they can influence your gameplay.

Wizard Spell Overview in Baldur’s Gate 3

Wizard spells are Prepared spells and must be prepared by the Wizard out of all the spells in their spellbook. Wizards don’t have access to all Wizard spells initially. However, they need to scribe spells into their spellbook via scrolls first. Conjuration, Enchantment, Divination, Necromancy, Abjuration, Transmutation, Illusion, and Evocation are the eight schools of magic for the Wizards.

Conjuration focuses on summoning effects and creatures. While Divination grants insight and foresight through spells, the Necromancy deals with the manipulation of the dead. Transmutation allows for the modification of the objects, and Illusion creates tricks to confuse enemies. Evocation deals with the direct manipulation of magical energy and Abjuration focuses on protective magic.

Spell Slots

Spell slots are divided into spell levels. Spells will ultimately go from one to the ninth level, indicating their general power. However, with Baldur’s Gate 3’s level cap of 12, we’ll only ever be able to get up to level 6 spells. At the first level, Wizard will only have two first-level spell slots, meaning they can only use those spell slots to cast first-level spells. By the time they get to the 12th level, they will have four first-level slots. You can use higher-level spells to cast lower-level spells, which will increase their effect. However, you cannot use those higher-level spell slots until you rest and recover them.

While Wizards focus on casting tons of spells, they are limited in what they can do per day. This is because they will eventually need to rest and that’s where the Cantrips come in. While they don’t do as much damage or anything as a bigger leveled spell, they do not cost you spell slots. You can use them instead of an actual spell if you run out of spells.

The damage on these Cantrips increases as you level up as well to keep them relevant. It is also possible to learn magic elsewhere from outside of just leveling up. You can usually do this by learning them from Scrolls. This can typically cost you a small amount of gold to transcribe the spell into your Wizard spell book. This will then turn into a spell known.

Baldur’s Gate 3 Best Wizard Spell Tier List

Here’s a Wizard Spell Tier List in Baldur’s Gate 3.

TierSpells
S-TierDisintegrate, Fireball, Haste
A-TierCounterspell, Conjure Element, Invisibility
B-TierChromatic Orb, Darkvision, Flaming Sphere
C-TierFalse Life, Lightning bolt, Planar Binding
D-TierBurning Hands, Colour Spray, Eyebite
Best Wizard Spell Tier List in Baldur’s Gate 3

S-Tier Best Wizard Spell

Disintegrate

BG3 Disintegrate Spell
  • Description: Shoot a thin green ray from your finger. If the spell reduces the target to 0 hit points, it disintegrates into a crumbly ash.
  • School: Transmutation Spell
  • Cost: Action + Level 6 Slot
  • Range: 9 Meters
  • Concentration: No
  • Upcast: No
  • Subclass: All

Disintegrate is a level 6 spell in Baldur’s Gate 3. This spell allows you to shoot a thin green ray, dealing force damage, potentially disintegrating the target into crumbly ash if reduced to 0 hit points. In order to use this ability, the target must make a Dexterity saving throw. It takes the damage and potentially disintegrates if the target fails the saving throw. Disintegrate deals 10d6 + 40 force damage, which is a significant amount of damage at level 6. This is the best spell for dealing high damage and potentially eliminating enemies. However, the effectiveness depends on the target’s ability to make the Dexterity saving throw.

This spell always succeeds against the sleeping targets. The only downside of this spell is its range, which is limited to 9 meters. Spellcrux Amulet, Markoheshkir Legendary Staff, and Spellpower Staff are the essential items for using the Disintegrate more than one time on a battlefield. You can use this spell against a variety of targets, including enemies, non-magical objects, and creations of magical force. No rare components are required for this spell. Disintegrate is a single-target spell, so it’s not ideal for dealing with multiple enemies.  

Fireball

Baldur's Gate 3 Wizard Build
Spells – Wizard Class
  • Description: Shoot a bright flame from your fingers that explode upon contact, torching everything in the vicinity for 8d6 Fire damage.
  • School: Evocation spell
  • Cost: Action + Level 3 Spell Slot
  • Range: 18 meters
  • Concentration: No
  • Upcast: Damage increases by 1d6 Fire for each spell slot level above 3 when the spell is cast using a 4th level slot or higher.
  • Subclass: All

Fireball is a level 3 Evocation spell that allows spellcasters to unleash a streak of fire from their hands. This explodes in a large area to deal fire damage to everything within. Creatures in the blast area can make a Dexterity saving throw against the caster’s spell DC to reduce the damage to half. The spell has a range of 120 feet. Fireball is a popular spell in Baldur’s Gate 3, especially for spellcasters, due to its ability to deal high damage to multiple enemies in an area.

You can use it to clear out groups of enemies or melt tougher targets. Fireball is used to set enemies on fire, or even to blow up barrels of smokepowder for massive damage. However, it consumes a valuable spell slot and can be hard to avoid friendly fire. It’s best to gain access to Heat like with the Act 1 Cinder Shoes to use Fireball.  

Haste

BG3 Haste Spell
  • Description: Target yourself or an ally to become Hastened. The creature has a +2 bonus to Armour Class, an Advantage on Dexterity Saving throws, its Movement Speed is doubled, and can take one additional Action per turn.
  • School: Transmutation School
  • Cost: Action + Level 3 Spell Slot
  • Range: 9m
  • Concentration: Yes
  • Upcast: Casting this spell at a higher level grants no additional benefit.
  • Subclass: All

Haste is a strong level 3 transmutation spell that grants an ally a full extra action. It provides double movement speed along with the 2 bonus to Armor Class, and an advantage on Dexterity saving throws for 10 turns. All of these features of Haste, make it a potent threat for any type of enemy in the game. You gain more mobility on a battlefield due to the additional movement speed, allowing you to reposition easily. The bonus to the armor class makes them harder to hit. The target becomes lethargic for one turn if somehow concentration is broken.

Caster needs to maintain concentration to keep the spell active. This spell allows you to increase the damage potential, specifically when used on martial classes with abilities like Extra Attack. This allows the casters to perform more actions. You can maximize the effectiveness by using Haste with other spells or abilities. It grants the target an additional action per turn, allowing them to cast another spell, attack, or use an action.

A-Tier Best Wizard Spell

Counterspell

Baldur's Gate 3 Counterspell Explained
  • Description: Nullify another creature’s spell as a reaction. The spell must be 3rd level or lower. If it is higher, you must succeed in a Check to nullify it, the difficulty of which is based on the spell’s Level.
  • School: Abjuration School
  • Cost: Reaction + Level 3 Spell Slot
  • Range: 18m
  • Concentration: No
  • Upcast: No
  • Subclass: All

Counterspell is a level 3 abjuration spell that allows you to interrupt another spellcaster’s spellcasting as a reaction. This causes the spell to fail and have no effect. The spellcaster must be within 60 feet of you. Counterspell automatically succeeds, and the spell fails when the spell being cast is 3rd level or lower. You must succeed in an ability check using your spellcasting ability modifier against a DC of 10 + the spell’s level to counter it when the spell being cast is 4th level or higher.

Without making an ability check, you can upcast Counterspell to counter higher-level spells. You can use the Counterspell only when another creature is in the process of casting a spell. Keep in mind that characters have only one reaction per round, so they can’t use Counterspell if they’ve already used their reaction. It’s best to reserve at least one level 3 or higher spell slot specifically for Counterspell. This spell can only be learned and used by classes such as Sorcerer, Warlock, and Wizard.

Conjure Elemental

BG3 Conjure Elemental Spell
  • Description: Bend the barrier between the Planes until they disgorge an elemental ally to follow and fight for you.
  • School: Conjuration School
  • Cost: Action + Level 5 Spell Slot
  • Range: 18m / 60ft
  • Concentration: No

Conjure Elemental is a level 5 conjuration spell that allows you to summon a large, intangible spirit from the Elemental Planes. This spell allows spellcasters to summon a Fire, Earth, Water, or Air Elemental. Conjure Elemental allows you to conjure a spirit from the Elemental Planes that appear in an unoccupied space. You choose the spirit’s element, which determines its damage type. This elemental is friendly to you and your companions for the duration. It can defend itself from hostile creatures if not given other instructions. Casting it a second time will despawn the currently active elemental and activate their Death Burst.

However, casting this spell at a higher level provides no additional perks. Upcasting the spell to level 6 allows you to summon a Myrmidon. This is a powerful version of the Elemental with increased abilities along with the stats. The Air Elemental provides speed, a whirlwind attack, and the ability to go invisible. The Earth Elemental grants a tanky presence with Earthglide and the ability to create mud. The Fire Elemental can set enemies on fire and deal fire damage, allowing you to deal damage over time in combat. The Water Elemental can chill enemies, allowing for doubled cold damage. Conjuring an elemental is a free action. This means that you can summon it and then take another action on your turn. This spell is best used for the Druids as it is better than the other level 6 spells.

Invisibility

BG3 Stealth and Invisibility Surprise
  • Description: Touch a creature to turn it Invisible. Attacks against it have Disadvantages. It attacks with an Advantage.
  • School: Illusion School
  • Cost: Action + Level 2 Spell Spot
  • Range: 1.5m / ft
  • Concentration: Yes
  • Upcast: Yes

Invisibility is a level 2 illusion spell, allowing the spellcasters to make a creature invisible to normal vision. This provides an advantage on attack rolls and imposes a disadvantage on enemy attack rolls. The duration of this spell remains until the spell is broken, dispelled, or 24 hours have passed. If the invisible entity attacks, casts another spell, interacts with an object, and takes an action or bonus action, then the spell breaks. Greater Invisibility is considered underwhelming in BG3. It breaks more easily and requires Stealth checks to maintain.

Enemies can use spells or abilities to see invisible creatures. You can even use Volo’s Ersatz Eye to see the invisibility. Items dropped or put down by the invisible creature become visible. This can be a powerful tool for stealth and flanking, but it has limitations. Invisibility potions offer a more convenient and immediate solution for becoming invisible. You may need to focus on characters with high Dexterity and Stealth proficiency to maximize the effectiveness of this spell. Equip the gear and abilities that enhance stealth and evasion.  

B-Tier Best Wizard Spell

Chromatic Orb

  • Description: Hurl a sphere of energy. It deals 3d8 Thunder damage or deals 2d8 Acid, Cold, Fire, Lightning, or Poison damage and creates a surface.
  • School: Evocation school
  • Cost: Action + Level 1 Spell Slot
  • Range: 18m / 60ft
  • Concentration: No
  • Upcast: Yes

Chromatic Orb is a level 1 evocation spell that allows spellcasters to fire a ball of energy. It deals a chosen type of damage (Acid, Cold, Fire, Lightning, Poison) to enemies. Each spell slot level above 1st adds an extra 1d8 damage to the chosen type. You must use it from the hotbar or a character’s inventory to select the spell variant. This spell is highly effective against a wide range of enemies and situations. Chromatic Orb deals a significant amount of damage at a first-level spell. The spell also creates a surface on impact. This has an additional effect depending on the chosen damage type. It is a great spell for solo players as it deals a good amount of damage and can be used to create surfaces. You can use this spell in an early game as it deals a good amount of damage.

Darkvision

BG3 Elixir of Darkvision
  • Description: Grant a creature the ability to see in the dark out to a range of 12m.
  • School: Transmutation School
  • Cost: Action
  • Range: 12m /ft
  • Concentration: No
  • Upcast: No

Darkvision allows characters to see in darkness as if it were dim light. This provides you the ability to see in areas where others would be at a disadvantage. Characters with Darkvision can see in darkness within a specified range, essentially treating darkness as dim light. While Darkvision used to have a significant impact on gameplay in early access, it now primarily serves as a cosmetic effect. The Darkness spell, however, creates a shroud that heavily obscures vision. Darkness is treated as Dim Light, and Dim Light is treated as Bright Light for creatures with Darkvision.

Flaming Sphere

BG3 Flaming Sphere
  • Description: Summon a flaming sphere that damages nearby enemies and objects. You can move the sphere. It emits a bright light.
  • School: Conjuration School
  • Cost: Action + Level 2 Spell Slot
  • Range: 18m / 60ft
  • Concentration: Yes
  • Upcast: Yes

Flaming Sphere is a spell that creates a 5-foot diameter sphere of fire that can be moved as a bonus action. It deals fire damage to creatures that end their turn within 5 feet of it. You can move the sphere up to 30 feet as a bonus action. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. It takes 2d6 fire damage on a failed save, or half as much on a successful one.

Blocking Paths can be used to block enemy movement or create choke points. Ramming can be used to ram enemies, potentially dealing additional damage. Distraction, on the other hand, can act as a distraction, drawing enemy attention away from your party. The sphere has 20 HP, resistances, and 16 AC, allowing it to survive a few turns in combat. The sphere’s area of effect is smaller than expected, making it difficult to hit multiple enemies.

C-Tier Best Wizard Spell

False Life

False Life Spell in BG3
  • Description: Gain 7 temporary hit points.
  • School: Necromancy School
  • Cost: Action + Level 1 Spell Slot
  • Range: Self
  • Concentration: No
  • Upcast: Yes

False Life is a spell that grants you a temporary hit point boost, scaling with spell level. This is a good choice for characters who need a quick buffer against damage. It grants you temporary hit points equal to 1d4 + 4, plus 5 additional temporary hit points for each spell slot level above 1st. The duration of this spell is 1 hour and casting time is 1 action. You gain 5 additional Temporary Hit Points for each slot level above 1st when you cast this spell using a spell slot of 2nd level or higher. False Life is useful for characters who need a quick boost to survive a particularly dangerous encounter. However, this is particularly valuable early in the game when characters have lower base hit points. It’s a good spell for classes that are more vulnerable or need a bit of extra protection.

Lightning bolt

  • Description: Call forth a blast of lightning that hits all creatures in the line of the eruption. On save: Targets still take half damage.
  • School: Evocation School
  • Cost: Action + Level 3 Spell Slot
  • Range: 30m (Line)
  • Concentration: No
  • Upcast: Yes

The lightning bolt is a level 3 Evocation spell that allows spellcasters to discharge a bolt of lightning in a line. It hits multiple creatures and deals lightning damage. A stroke of lightning forms a line that blasts out from you in a direction you choose. However, it requires creatures in the line to make a Dexterity saving throw. Creatures in the line take 8d6 lightning damage on a failed save. The damage increases by 1d6 for each slot above 3rd when you cast this spell using a spell slot of 4th level or higher. Lightning Bolt deals a significant amount of damage, making it a great spell for dealing with powerful bosses. Using this spell makes it easier to apply that vulnerability to enemies, allowing you to increase the damage output. It is a valuable spell to have in your arsenal as it can be used in several scenarios.

Planar Binding

  • Description: Target an otherworldly creature and attach its consciousness to your own. It will follow and fight for you as an ally.
  • School: Abjuration School
  • Cost: Action + Level 5 Spell Slot
  • Range: 18m / 60ft
  • Concentration: Yes
  • Upcast: Yes

Planar Binding is a level 5 spell that allows you to bind a celestial, elemental, fey, or fiend to your service. This makes them your ally for a duration, provided they fail a Charisma saving throw. The creature must be within 60 feet of you for the entire hour-long casting time. Keep in mind that the creature needs to make a Charisma saving throw, and on a failed save, it is bound to serve you. You can extend the duration of the spell by upcasting it.

The spell costs 1000 gold to cast, even if it fails. The spell’s duration is extended to match the duration of Planar Binding if the creature was summoned or created by another spell. Planar Binding allows you to summon a powerful ally that can act as a tank or a source of damage. However, it depends on the type of ally you select. The summoned ally can be used to control the battlefield. The spell is particularly useful for spellcasters who want to add a powerful, controllable ally to their party.

D-Tier Best Wizard Spell

Burning Hands

  • Description: Each flammable target is hit with 3∼18 Fire damage.
  • School: Evocation Spells
  • Cost: Action + Level 1 Spell Slot
  • Range: 5m / 17ft (Cone)
  • Concentration: No
  • Upcast: Yes

Burning Hands is a level 1 evocation spell that allows spellcasters to shoot a flaming cone from their fingertips. This allows dealing fire damage to enemies and igniting flammable objects within the area. A thin sheet of flames shoots forth from the caster, creating a 15-foot cone. Creatures in the cone must make a Dexterity saving throw. They take 3d6 fire damage on a failed save, or half as much on a successful one. Keep in mind that any flammable objects in the cone that aren’t being worn or carried start burning.

The damage increases by 1d6 for each spell slot level above 1st. You need to hold your hands with your thumbs touching and your fingers spread to cast the spell. This is a decent spell, especially at lower levels as it offers a small AoE fire damage. However, the short-range makes this spell less versatile than spells with longer ranges. The cone shape can make it easy to accidentally hit allies. Burning Hands becomes less useful due to its low damage output as players gain access to higher-level spells.

Colour Spray

Ring of Colour Spray - Baldur's Gate 3
  • Description: Blind creatures up to a combined 33 hit points.
  • School: Illusion
  • Cost: Action + Level 1 Spell Slot
  • Range: 5m / 17ft
  • Concentration: No
  • Upcast: Yes

Colour Spray is a level 1 illusion spell that blinds enemies within a cone-shaped area. This allows the spellcasters to make their attacks miss more often and reduce their attack range. Blinds creatures within a cone-shaped area, causing them to miss attacks more often. This spell shines in the early game but falls off hard in the late game. Colour Spray lacks a saving throw. Blinded targets have a disadvantage on melee attacks and their ranged attacks and spells have their range reduced to 3 meters. Colour Spray’s strength lies in its ability to affect multiple creatures without a saving throw. This makes it effective against groups of weaker enemies. Enemies gain more hit points as you progress and become less susceptible to Colour Spray’s effects. Colour Spray scales better than other spells. It’s a good option for crowd control but not a good option for tougher encounters. 

Eyebite

  • Description: Your eyes become black corridors walled in teeth, your gaze capable of inflicting dread, sickness, or putting creatures to sleep. While Concentrating, you may cast Eyebite without expending a spell slot.
  • School: Necromancy School
  • Cost: Action + Level 6 Spell Slot
  • Range: 18m / 60ft
  • Concentration: Yes
  • Upcast: Yes

Eyebite is a level 6 necromancy spell that allows the caster to inflict either a “Sleep” or “Panicked” effect on a target within 60 feet. However, it requires a Wisdom saving throw to resist. The spell turns the caster’s eyes into an inky void imbued with dread power. Keep in mind that one creature of your choice within 60 feet that you can see must make a Wisdom saving throw. Eyebite can be a powerful spell for controlling enemies, especially in conjunction with other spells. The spell ends and the effects on the targets cease when the caster takes damage.

The best way to counter Eyebite is to have high Wisdom saving throws. Eyebite can be particularly effective when used with builds that allow for quick casting. You can also use Haste to cast Eyebite multiple times in a single turn. The effects of Eyebite are concentration-based. It has a range of 60 feet, which means that it’s not ideal for controlling enemies. It’s not a solution for every combat situation as other spells are better suited for certain enemies or situations.

What methodology is used for the best Wizard Spell tier list in Baldur’s Gate 3?

Wizard spell tier list is based on their damage output, utility, and versatility in different combat scenarios. The higher-level spells are generally favored for their power. The spells that deal high damage, especially those AoE, are ranked higher because they can quickly eliminate multiple enemies. Spells that provide control, healing, or buffs are also crucial for the tier list. Spells that can be used effectively in a variety of situations are more preferred. The spells that are efficient in terms of spell slots and mana usage are also important, making their place in the mid-tier. The best spell depends on the player’s preferred playstyle and build. Select spells that synergize well with your Wizard’s subclass such as Divination or Evocation.

FAQs about Wizard Spell in Baldur’s Gate 3

Which is the best Wizard spell in Baldur’s Gate 3?

Disintegrate is the best Wizard spell in Baldur’s Gate 3 because it allows you to shoot a thin green ray, dealing force damage, potentially disintegrating the target into crumbly ash if reduced to 0 hit points.

Which is the worst Wizard spell in Baldur’s Gate 3?

Colour Spray is the worst Wizard spell to use in late-game as its strength lies in its ability to affect multiple creatures without a saving throw.

What is the Wizard class in BG3?

The wizard class in Baldur’s Gate 3 is a powerful, versatile spellcaster who specializes in arcane magic. They have a wide array of spells, specializing in one of the eight schools of magic.

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