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* [[File:Blade Ward Icon.png|frameless|upright=0.1|link=Blade Ward]] [[Blade Ward]] | * [[File:Blade Ward Icon.png|frameless|upright=0.1|link=Blade Ward]] [[Blade Ward]] | ||
* [[File:Chill Touch Icon.png|frameless|upright=0.1|link=Chill Touch]] [[Chill | * [[File:Chill Touch Icon.png|frameless|upright=0.1|link=Chill Touch]] [[Bone Chill]] | ||
* [[File:Dancing Lights Icon.png|frameless|upright=0.1|link=Dancing Lights]] [[Dancing Lights]] | * [[File:Dancing Lights Icon.png|frameless|upright=0.1|link=Dancing Lights]] [[Dancing Lights]] | ||
* [[File:Fire Bolt Icon.png|frameless|upright=0.1|link=Fire Bolt]] [[Fire Bolt]] | * [[File:Fire Bolt Icon.png|frameless|upright=0.1|link=Fire Bolt]] [[Fire Bolt]] |
Revision as of 03:48, 4 August 2023
Wizards master the arcane by specialising in individual schools of magic, combining ancient spells with modern research. |
Wizards master the arcane by specialising in individual schools of magic, combining ancient spells with modern research.
Wizard is a character Class in Baldur's Gate 3. Wizards channel magic through their extensive knowledge of the arcane to fight enemies and aid allies in combat. Wizards use Intelligence as their primary ability score.
The Wizard Class Progression | Spell Slots per Spell Level | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Level | Proficiency Bonus | Features | Spells learned | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th | 6th | |||
1st | +2 | Spellcasting, Arcane Recovery | +6 | 3 | 2 | - | - | - | - | - | |||
2nd | +2 | Arcane Tradition | +2 | 3 | 3 | - | - | - | - | - | |||
3rd | +2 | Arcane Recovery: Strength 2 | +2 | 3 | 4 | 2 | - | - | - | - | |||
4th | +2 | Ability Score Improvement | +2 | 4 | 4 | 3 | - | - | - | - | |||
5th | +3 | Arcane Recovery: Strength 3 | +2 | 4 | 4 | 3 | 2 | - | - | - | |||
6th | +3 | Arcane Tradition feature | +2 | 4 | 4 | 3 | 3 | - | - | - | |||
7th | +3 | Arcane Recovery: Strength 4 | +2 | 4 | 4 | 3 | 3 | 1 | - | - | |||
8th | +3 | Ability Score Improvement | +2 | 4 | 4 | 3 | 3 | 2 | - | - | |||
9th | +4 | Arcane Recovery: Strength 5 | +2 | 4 | 4 | 3 | 3 | 3 | 1 | - | |||
10th | +4 | Arcane Tradition feature | +2 | 5 | 4 | 3 | 3 | 3 | 2 | - | |||
11th | +4 | Arcane Recovery: Strength 6 | +2 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | |||
12th | +4 | Ability Score Improvement | +2 | 5 | 4 | 3 | 3 | 3 | 2 | 1 |
Class Information
- Level 1 Maximum Hit Points: 6 + Modifier
- Hit points at higher levels: 4 + Modifier
- Important Ability Scores: for Spells, for Hit Points and Concentration checks, and for Armour Class.
- Saving Throw Proficiencies: ,
- Equipment Proficiencies:
- , ,
- No armour proficiency
- Skills with Proficiency (Choose 2):
- Arcana, Deception, History, Intimidation, Investigation, Nature, Insight, Religion
- You receive a bonus to every skill that you are proficient in. At Level 1 the Proficiency Bonus is +2.
- Arcana, Deception, History, Intimidation, Investigation, Nature, Insight, Religion
Spellcasting
- Spellcasting Ability:
- Prepared Spells: You may swap your Prepared Spells at any time while out of combat, but can only have a certain number of Spells prepared at a time. The Spells must be of a level for which you have Spell Slots.
- Spell Scribing: A Wizard who finds a Scroll for a Spell they do not know may permanently copy that Spell to their Spellbook at the cost of the scroll and 50gp per level of the Spell.
Level Progression
Through experience, you acquire new power. You gain the following traits.
Level 1
- Arcane Recovery strength: 1 (The combined number and level of Spell Slots the Arcane Recovery action can restore.)
- Arcane Recovery Charge (Replenished by Long Rest).
- Level 1 Spell Slots Unlocked: 2 (You gain two Level 1 Spell Slots.)
- Cantrips (Choose 3):
- Choose a number of Prepared Spells = 1 (Wizard Level) + Modifier (Minimum of 1 spell.)
- New 1st Level Spells available (Choose 6):
- Burning Hands
- Charm Person
- Chromatic Orb
- Color Spray
- Disguise Self
- Expeditious Retreat
- False Life
- Feather Fall
- Find Familiar
- Fog Cloud
- Grease
- Ice Knife
- Jump
- Longstrider
- Mage Armour
- Magic Missile
- Protection from Evil and Good
- Ray of Sickness
- Shield
- Sleep
- Tasha's Hideous Laughter
- Thunderwave
- Witch Bolt
Level 2
- Level 1 Spell Slots Unlocked: 3 (You gain an additional Level 1 Spell Slot.)
- Choose a number of Prepared Spells = 2 (Wizard Level) + Modifier (Minimum of 1 spell.)
- Learn 2 additional 1st Level Spells from the Wizard Spell List.
- Choose a subclass:
Abjuration School | Conjuration School | Divination School | Enchantment School |
---|---|---|---|
Level 2 Level 6 Level 10 |
Level 2 Level 6 Level 10 |
Level 2 Level 6 Level 10 |
Level 2 Level 6 Level 10 |
Evocation School | Illusion School | Necromancy School | Transmutation School |
Level 2 Level 6 Level 10 |
Level 2 Level 6 Level 10 |
Level 2 Level 6 Level 10 |
Level 2 Level 6 Level 10 |
Level 3
- Arcane Recovery strength: 2 (The combined number and level of Spell Slots the Arcane Recovery action can restore.)
- Level 1 Spell Slots Unlocked: 4 (You gain an additional Level 1 Spell Slots.)
- Level 2 Spell Slots Unlocked: 2 (You gain two Level 2 Spell Slots.)
- Choose a number of Prepared Spells = 3 (Wizard Level) + Modifier (Minimum of 1 spell.)
- Learn 2 additional 1st or 2nd Level Spells from the Wizard Spell List.
- New 2nd Level Spells available:
- Arcane Lock
- Blindness
- Blur
- Cloud of Daggers
- Crown of Madness
- Darkness
- Darkvision
- Detect Thoughts
- Enlarge/Reduce
- Flaming Sphere
- Gust of Wind
- Hold Person
- Invisibility
- Knock
- Magic Weapon
- Melf's Acid Arrow
- Mirror Image
- Misty Step
- Phantasmal Force
- Ray of Enfeeblement
- Scorching Ray
- See Invisibility
- Shatter
- Web
- Subclass Features: None at this level
Level 4
- Ability Score Improvement or Feat (Choose 1)
- Improve an Ability Score by 2 or improve two Ability Scores by 1. (You can't increase an Ability Score above 20 using this feature.)
- Choose a Feat.
- Level 1 Spell Slots Unlocked: 4 (You gain an additional Level 1 Spell Slot.)
- Level 2 Spell Slots Unlocked: 3 (You gain an additional Level 2 Spell Slot.)
- Cantrips (Choose 1):
- Choose a number of Prepared Spells = 4 (Wizard Level) + Modifier (Minimum of 1 spell.)
- Learn 2 additional 1st or 2nd Level Spells from the Wizard Spell List.
- Subclass Features: None at this level
Level 5
- Proficiency Bonus: +3 (You gain +1 to your Proficiency Bonus.)
- Arcane Recovery strength: 3 (The combined number and level of Spell Slots the Arcane Recovery action can restore.)
- Level 3 Spell Slots Unlocked: 2 (You gain two Level 3 Spell Slots.)
- Choose a number of Prepared Spells = 5 (Wizard Level) + Modifier (Minimum of 1 spell)
- Learn 2 additional Spells up to 3rd Level from the Wizard Spell List.
- New 3rd Level Spells available:
- Subclass Features: None at this level
Wizard Spell List
Cantrips
Level 1 Spells
- Burning Hands
- Charm Person
- Chromatic Orb
- Color Spray
- Disguise Self
- Expeditious Retreat
- False Life
- Feather Fall
- Find Familiar
- Fog Cloud
- Grease
- Ice Knife
- Jump
- Longstrider
- Mage Armour
- Magic Missile
- Protection from Evil and Good
- Ray of Sickness
- Shield
- Sleep
- Tasha's Hideous Laughter
- Thunderwave
- Witch Bolt
Level 2 Spells
- Arcane Lock
- Blindness
- Blur
- Cloud of Daggers
- Crown of Madness
- Darkness
- Darkvision
- Detect Thoughts
- Enlarge/Reduce
- Flaming Sphere
- Gust of Wind
- Hold Person
- Invisibility
- Knock
- Magic Weapon
- Melf's Acid Arrow
- Mirror Image
- Misty Step
- Phantasmal Force
- Ray of Enfeeblement
- Scorching Ray
- See Invisibility
- Shatter
- Web