Best Wizard Spells in Baldur’s Gate 3
What are the best Wizard spells in Baldur’s Gate 3?
WePC is reader-supported. When you buy through links on our site, we may earn an affiliate commission. Prices subject to change. Learn more
Wizards are diligent mages who learn magic through teachings and endless arduous hours of manipulating the Weave. Although there are many wizards Schools, in Baldur’s Gate 3 there are only two options to choose from. But regardless of which you choose, you’ll still have access to the same spell list. As such, we’ll be looking at the spells that aren’t going to be affected by the subclass abilities, and instead which are just the general best.
Wizard spells in Baldur’s Gate 3
Because Early Access is locked into level 4, you’ll only have access to second-level spells. As such, we’ll remind ourselves about which spells are available in Baldur’s Gate 3.
Cantrips:
Acid Splash
Blade Ward
Chill Touch
Dancing Lights
Fire Bolt
Friends
Light
Mage Hand
Poison Spray
Ray of Frost
Shocking Grasp
True Strike
1st Level:
Burning Hands
Charm Person
Colour Spray
Disguise Self
Expeditious Retreat
False Life
Feather Fall
Find Familiar
Fog Cloud
Grease
Jump
Mage Armour
Magic Missile
Protection from Evil and Good
Ray of Sickness
Sleep
Thunderwave
Witch Bolt
2nd Level:
Crown of Madness
Cloud of Daggers
Hold Person
Invisibility
Darkness
Darkvision
Enlarge / Reduce
Blindness
Detect Thoughts
Melf’s Acid Arrow
Mirror Image
Misty Step
Blur
Web
Shatter
Scorching Rays
Ray of Enfeeblement
Top 5 Wizard Spells in Baldur’s Gate 3
5 – Detect Thoughts
One of the more story-orientated spells. This spell can unlock special conversation paths and can give you a better insight into what someone’s’ thinking and thus how to problem solve without necessarily creating conflict.
- Description: Focus your mind to read the thoughts of certain creatures while talking to them.
- Level: Lvl 2 spell
- School: Divination School
- Casting Time: Action
- Range: –
- Requires Concentration: Yes
- Saving Throw: None
4 – Hold Person
Casting Hold Person on someone could be their premature death. Being locked out of actions, reactions and movements is lethal to whomever it happens to. Furthermore, it requires a Wisdom save each turn to break out, so your foe could be Held for multiple turns, meaning each attack made against them is guaranteed to crit.
- Description: Paralyze a humanoid creature. At the end of each of its turns, the creature can try to free itself.
- Level: Lvl 2 spell
- School: Enchantment School
- Casting Time: Action
- Range: 18m
- Requires Concentration: Yes
- Saving Throw: Wisdom
3 – Misty Step
The ‘get out of here’ or the ‘I need to get there’ spell is useful to every spellcasting class. Misty Step only uses a bonus action but can pretty much get the player anywhere they might need to be. Whether it’s a matter off escaping trouble or quickly joining a fight.
- Description: Surrounded by black mist, you teleport to an unoccupied space you can see.
- Level: Lvl 2 spell
- School: Conjuration School
- Casting Time: Bonus Action
- Range: 18m
- Requires Concentration: No
- Saving Throw: None
2 – Scorching Rays
A powerful early-level spell, and if you were to target all three scorching rays on one person, that’s 6d6 fire damage on one target. Or you can spread it out more and target multiple foes standing between you and victory.
- Description: 2d6 Fire. Hurl three rays of Fire. Each ray deals 2d6 Fire.
- Level: Lvl 2 spell
- School: Evocation School
- Casting Time: Action
- Range: 18m
- Requires Concentration: No
- Saving Throw: Ranged Attack
1 – Magic Missile
Although it might not be the most damaging spell at higher levels, when you’re capped to level 4, Magic Missile is the best spell you can choose. One of the best features? It never misses, these little magical pellets will never miss their target and as such, if you’ve targeted someone who’s currently concentrating on a spell, it means they need to make three consecutive concentration saving throws to maintain that spell. As such, Magic Missile is the best spell you can pick.
- Description: 1d4+1 Force. Create three darts of magical force, each dealing 1d4+1 Force to its target
- Level: Lvl 1 spell
- School: Evocation School
- Casting Time: Action
- Range: 18m
- Requires Concentration: No
- Saving Throw: None