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Best Wizard Spells in Baldur’s Gate 3

What are the best Wizard spells in Baldur’s Gate 3?

Updated: Mar 29, 2022 1:31 pm
Best Wizard Spells in Baldur’s Gate 3

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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

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