Baldur's Gate 3 Best Wizard Spells
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Best Wizard Spells in Baldur’s Gate 3 (BG3)

What makes a perfect Wizard?

When working on your Wizard in any RPG game you know that your spell choice and potential combos are the backbone of your gameplay and will be decisive in how strong your character will be and what he will or won’t be able to do. Baldur’s Gate 3 is no different and Wizard in this tabletop revival is a class that can use the highest number of spells in the game.

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Wizards are quite a diverse class with a pool of amazing 8 subclasses that Baldur’s Gate 3 allows you to change whenever you want, stepping a bit out of boundaries that Dungeons and Dragons set in its role-playing experience. That’s why the choice of best Wizard spells isn’t an easy one, but still, we’ve managed to make it and put it into a list! Hop in and see what we recommend you learn when playing as a Wizard in Baldur’s Gate 3!

Related: How Many Companions Are There in Baldur’s Gate 3?

Top Wizard Spells in Baldur’s Gate 3

As mentioned Wizard is a class with most spells in the game because of his ability to learn new spells from spell scrolls. The additional 8 subclasses that let you further specialize for a type of Mage you wish to be, give you the opportunity to choose between becoming a damage dealer, shapeshifter, summoner, or support that will shield and heal his allies.

Wizards possess both spells that use spell slots and cantrips that can be cast at will, without channeling or using up a spell slot. Even though both can be quite useful, keep in mind that most of your spells are more powerful than your cantrips.

Here’s our list of the best Wizard Spells in Baldur’s Gate 3:

Best Early Game Spells for Wizard

Thunderwave

Thunderwave is a level 1 Evocation. It lets you blast enemies with a powerful AoE spell that damages and pushes them back. Its real power lies in the knockback ability more than in the pure damage it does so it’s best used when you’re fighting enemies near a cliff or on a high wooden platform for example. However, keep in mind that all enemies (including bosses) that you push with Thunderwave will take their loot with them to wherever you push them. You will roll 2 D8s for damage when casting this spell.

Mage Armor

If you like playing the protector of the team this spell will serve you right. It’s a level 1 Abjuration that lets you give an unarmored ally magical armor that increases its Armor Class to 13 + its Dexterity modifier. This armor will last until that ally has gone in for a Long Rest. Since Wizards and Sorcerers are generally glass cannons in the early game this spell is best used on them.

Chromatic Orb

Chromatic Orb is an interesting spell that can take you in a couple of directions. It’s a level 1 Evocation spell that lets you hurl a sphere of energy at your enemies. But, there’s a catch. Namely, you can choose which Chromatic Orb you want to use: Thunder, Lightning, Acid, Cold, Fire or Poison damage. When you use the Thunder version you deal 3d8 Thunder damage. The rest deals 2d8 Lightning/Acid/Poison/Cold damage. This is really OP since you can adjust according to every combat situation and according to every enemy individually. So, for example, if the enemy you’re faced with has vulnerability to Poison, you use Poison Orb, if he is wet and extra vulnerable to Lightning, you use the Lightning variant of the orb, etc. The possibilities are awesome with Chromatic Orb which makes it one of the strongest spells for Wizard.

Sleep

Sleep is a Level 1 Enchantment spell that can turn fights around if you know how to use it well. It allows you to put to sleep any creatures that have less than 24 hitpoints combined for 2 turns. This makes it an ideal early-game spell that lets you take control of the battleground when faced with a big group of enemies. You can easily put the low-level minions to sleep while you let your party focus on the biggest guy in the group. But, keep in mind that if any damage like AoE spells for example hit those sleepy monsters, they will instantly wake up. Think of this spell as a temporary disable that is best used when you are outnumbered.

Best Late Game Spells for Wizard

Hold Person

A level 2 Enchantment that needs a level 2 Spell Slot allows you to do exactly what it says – hold a person. Humanoid enemies are the only ones that can be affected by this spell and once you cast it on them they can’t move, act or react and attack they receive from 3m are always Critical Hits. The spell can last for 10 turns (or until your concentration breaks) and you can cast the spell from the range of 18m. This is great if you end up in a situation where you have an enemy caster on a hill casting debuffs on your party and you can’t reach him to get rid of him quickly. The best part is that you can even use it against some bosses!

Shatter

As a level 2 Evocation that requires a level 2 Spell Slot, this spell is one of the most efficient out there. It deals 3d8 Thunder damage to creatures in a moderate AoE. The Saving Throw against this spell is Constitution but inorganic enemies have a disadvantage when stricken by this spell. The range on this spell is 18m and can be really helpful for blowing up a group of piled-up enemies.

Fireball

Fireball is a level 3 Evocation that requires a level 3 Spell Slot. You shoot out a Fireball that explodes and deals 8d6 damage to all enemies in the vicinity of the impact. Enemies can avoid it by using Dexterity Saving Throw but make sure you check your line of sight before you use this one. Fireball is a solid and reliable source of high damage for Wizard, but if you hit one of your own you can easily wreak your allies as you would the enemies. I would recommend you use this spell at the start of any combat as it can quickly resolve it (by you murdering everyone), except in those situations when faced with fire-resistant enemies for obvious reasons.

Disintegrate

Level 6 Transmutation for a level 6 Spells lot. I know, sounds strong. It’s because it is. Disintegrate lets you shoot out a small green ray (Avada Kedavra time?) for a massive 10d6 + 40 Force damage. This means you will deal between 50-100 Force damage to the enemy and if this blast kills it, it will simply disintegrate into ash. An enemy can use Dex Saving Throw to try and survive this devastating attack.


We hope you enjoyed our list of best spells for Wizard. Get more information about Baldur’s Gate 3 from our guides What is the Dark Urge in Baldur’s Gate 3? and What is The Absolute in Baldur’s Gate 3. Find Gamer Journalist on Facebook and give us a like so you don’t miss any more exciting guides!

Author
Image of Đorđe Ivanović
Đorđe Ivanović
Đorđe Ivanović (Djordje Ivanovic) is Managing Editor of Gamer Journalist and has been with the site since 2022. He has a BA in Journalism and five years of professional writing experience behind him, with a recent personal focus on gaming and technology niches. His GJ coverage includes WWII games, puzzle games, Path of Exile, Overwatch and other live service games. In his free time, you will find this adamant fan of Dota solving some sort of escape room games, and getting familiar with board gaming.