Wizards class in Baldur’s Gate 3 is not only complex but they are most susceptible to enemy attacks. Due to the many magic spells and cantrips at their disposal, Wizards are divided into different schools. For this guide, we will mainly focus on the School of Enchantment wizard who is proficient with enchantment scrolls in BG3.
School of Enchantment wizards in BG3 are jack of all trades with their focus on manipulation and survivability. Their core strength lies in using enemies as their shields and turning them against their own allies. Enchantment wizards can also cast special enchantments on their party members and allies. In this guide, we will be covering this complex yet fascinating build in detail.
Starting abilities and skills for School of Enchantment Wizard
Things will change a lot as you progress in Baldur’s Gate 3, as this is the true beauty of role-playing games. However, we have selected some specific things to start your journey as a School of Enchantment wizard in BG3.
Class | Wizard | – |
Sub-Class | School of Enchantment | – |
Race | Elf | This race provides 4 perks, including Base Racial speed (9m per turn movement), increased proficiency with swords and bows, ability to see in the dark up to 12m, and the best of all, Fey Ancestry (can’t be put to sleep and you will always have the upper hand in saving throws against charmed). |
Subrace | High Elf | This subrace grants you an additional cantrip Fire Bolt that deals moderate fire damage to surrounding enemies. |
Spells | Charm Person, Tasha’s Hideous Laughter, Sleep, Mage Armor, Magic Missile, and False Life. | As a wizard, you can select 6 spells as a starter gift. |
Cantrips | Ray of Frost, Shocking Grasp and Minor Illusion. | You also get 3 cantrips as a gift for choosing Wizard class. |
Ability Points Distribution | STR 8, DEX 13, CON 16, INT 16, WIS 12, CHA 8 | Intelligence is our main ability modifier for the wizard class. |
Skills | Arcana, Acrobatics, investigation, Insight, Perception, Persuasion, and Sleight of Hand. | – |
Prepared Spells | Mage Armor, False Life, Magic Missile, and Sleep. | You can prepare four spells at the start of the game as a Wizard. |
Best background
Backgrounds in Baldur’s Gate 3 play an extremely important role in describing a whole build and how it will operate. For the School of Enchantment Wizard build, we recommend going with Guild Artisan. This background provides additional Insight and Persuasion to our build.
These traits not only allow us to investigate a character or a situation but also give us enough charisma to woo a person or people with minimal effort. Both traits come in handy during investigation sequences and solving puzzles.
Best Feats for School of Enchantment Wizard build in Baldur’s Gate 3
Feats are unique passive abilities that you can unlock only three times in Baldur’s Gate 3. These skills known as feats are not class-specific, however, if you select them correctly to match the race and background of your build, you will reap a lot of bonuses later in the game.
The first feat slot unlocks at level 4, the second at level 8, and the third at level 12. We will tell you which feats you can select to match the play style of the Wizard School of Enchantment subclass in BG3.
Level | Feat | Description |
4 | Ability Improvement | Invest both ability points in Intelligence to increase it up to 18, and you get a +4 bonus on your modifier. |
8 | War Caster | Allows you to concentrate when you are casting spells that require it. |
12 | Magic Initiate | This feat allows you to learn two level 1 spells and one cantrip from the Warlock spell tree. |
Best Spells for Wizard School of Enchantment build
In this section, we will list the magic spells from each tier that you can prepare to use with your Enchantment Wizard in Baldur’s Gate 3. Below are the recommended magic spells; use the ones that you think will suit your playstyle better.
Level 1: For the first level, we recommend.
- Mage Armor (provides extra armor class).
- False Life (doubles your HP instantly).
- Magic Missile (deals moderate damage to enemies).
- Sleep (puts enemies to sleep until you hit them).
Level 2: This branch of magic spells unlocks at character level 3. We recommend the following level 2 spells.
- Hold Person (allows you to incapacitate a humanoid enemy, and if they are within 3m, you always land a critical hit).
- Crown of Madness (makes the humanoids mad, and they attack any creatures in the vicinity).
- Melf’s Acid Arrow (deals 4d4 acid damage to enemies).
- Scorching Ray (deals 6d6 fire damage).
- Misty step (teleport to any free space within an 18m radius).
Level 3: For level 3 magic spells, we recommend.
- Glyph of Warding (creates magical glyphs on the floor to inflict specific magic damage on the enemy that touches it).
- Hypnotic Pattern (creates a pattern that hypnotizes creatures that see it. They can’t attack you).
- Protection from Energy (touch the creature you conjured to make it immune to elemental attacks).
- Lightning Bolt (does 8d6 damage on enemies in a row).
Level 4: For the level 4, our choices for magic spells are.
- Confusion (confuses creatures by making them attack randomly or miss their turns).
- Conjure Minor Elemental (conjure a small elemental to fight on your side).
Level 5: We are talking about big boys’ spells now. For level 5, we recommend.
- Dominate Person (force a humanoid to fight for you and attack enemies with a wisdom saving throw).
- Hold Monster (paralyze any creature and if they are within 3m range, every attack is critical on them).
Level 6: For the ultimate class of spells we recommend.
- Otto’s Irresistible Dance (creature starts dancing and loses its turn, while attacker gains advantage on attack rolls).
- Disintegrate (deals 10d6+40 force damage to enemies). However, you can only use 1 of them.
Best armor and weapons
Weapon: Staff of Crones. This two-handed bludgeoning stick allows you to cast Ray of Sickness magic spells without using a magic slot.
Rings: Ring of Poison Resistance and Ring of Protection.
Amulet: The Sapphire Spark. This rare necklace adds additional damage to any magic missile you fire toward enemies.
Clothing: Prisoner’s Robe. This piece of clothing increases Dexterity skill by 2 and inflicts additional poison damage on enemies by 1d4.
Baldur’s Gate 3 School of Enchantment Wizard build level progression
Level progression plays an important role for wizard class, as it is here where you can select the respective school. In this section, we will look at the levels and what kind of unique abilities, skills or spells unlock with each level. However, we will be avoiding health increment or other stats in this section.
Level | Unlocks | Description |
1 | Race, Background, Spell Selection, and Ability Points Distribution. | The first level of the Wizard class allows you to choose various cantrips and magic spells. You can prepare 2 magic spells in the level 1 slots. |
2 | Sub-Class selection. Hypnotic Gaze skill. Enchantment Savant sub-class feature. Level 1 spell slot unlocks. | Hypnotic Gaze skill allows the players to charm enemies and incapacitate them for the next two turns. Enchantment Savant allows you to learn any enchantment spell from the scrolls for half the gold. |
3 | Level 2 spell slots unlock. | Choose from Hold Person, Crown of Madness, Melf’s Acid Arrow, Scorching Ray, and Misty Step spells. |
4 | The first Feat unlocks. One more slot for level 2 spells. | Ability Improvement to increase your Intelligence ability. |
5 | Level 3 spell slots unlock. | Choose from Glyph of Warding, Hypnotic pattern, Protection from Energy, and Lightning Bolt spells. |
6 | Instinctive Charm sub-class feature. One more slot for level 3 spells. | It allows you to charm an enemy into attacking someone else. |
7 | Level 4 spell slot unlocks. | Choose from Confusion and Conjure Minor spells. |
8 | The second Feat unlocks. One more spell slot for level 4 spells. | War Caster to improve your concentration while casting spells. |
9 | Level 5 spell slot unlocks. | Choose from Dominate Person and Hold Monster spells. |
10 | One more level 5 spell slot unlocks. Split Enchantment sub-class feature. | This feature allows you to hit two enemies with your enchantments that normally target only one enemy. |
11 | Level 6 spell slot unlocks. | Choose from Otto’s Irresistible Dance and Disintegrate spells. |
12 | The final Feat unlocks. | Magic Initiate to learn Warlock’s level 1 spells and cantrips. |
Is School of Enchantment Wizard any good in BG3?
School of Enchantment Wizards are master manipulators and can use enemies as their shield. They can cast protective charms on themselves and their allies, which they can summon during battle. They play a major support role while dealing a moderate amount of damage to the enemies.
However, as compared to their peers like Evocation and Necromancer, they lack true offensive and summoning skills. Their attack power is not that great, and they lack AoE attacks.