Baldurs Gate 3: Best Wizard Subclass [Ranked]

All 8 of the Wizard Subclass in Baldurs Gate 3, ranked worst to best.

The Images shows all the Wizard subclass.
Baldurs Gate 3 Best Wizard Subclass - Image Credits: Gamesual

Baldurs Gate 3 has 8 Wizard subclass. These are Necromancy, Divination, Enchantment, Illusion, Abjuration, Transmutation, Evocation, and Conjuration School. Subclass are like extra classifications you can pick in addition to the main class. Therefore these choices affect your character’s skills, strength, and growth as they level up.

Key Takeaways

  • There are 8 Wizard Subclasses to pick from in Baldurs Gate 3.
  • If we ranked them from best to worst, would be Necromancy, Evocation, Conjuration, Divination,
  • Players will be able to unlock the Subclasses after reaching level 2.

IllusionIllusion Savant, See Invisibility, Improve Minor Illusion, and Illusory Self.
TransmutationTransmutation Savant, Experimental Alchemy
Transmuter’s Stone, and Shapechanger.
EnchantmentEnchantment Savant, Hypnotic Gaze, Instinctive Charm, and Split Enchantment.
AbjurationAbjuration Savant, Arcane Ward, Projected Ward, and Improved Abjuration.
DivinationDivination Savant, Portent, Expert Divination, Third Eye: Darkvision, and Third Eye: See Invisibility.
ConjurationConjuration Savant, Minor Conjuration: Create Water, Benign Transposition: Teleport, and Focused Conjuration.
EvocationEvocation Savant, Sculpt Spells, Potent Cantrip. and Empowered Evocation.
NecromancyNecromancy Savant, Grim Harvest, Animate Spell, Undead Thralls: Better Summons, Undead Thralls: Additional Undead and Inured to Undeath.

Wizard is a class in Baldurs Gate 3. They mainly use Intelligence. Saving throws made using Intelligence and Wisdom are more proficient. Additionally, wizards have expertise with Daggers, Darts, Slings, Quarterstaves, and Light Crossbows.

Wizards don’t have any armor or weapon skills, therefore they rely on spells to help their group. In Baldurs Gate 3, each class offers exclusive interactions due to their distinct abilities and personal traits.

These Classes are further divided into a diverse subclass, each having different approaches to combat, playstyle, skill sets, and strengths. Each subclass within a class has detailed and unique attributes, resulting in unique interactions in the game.

In Baldurs Gate 3, the Wizard Subclass unlocks at level 2. Wizards are the only class that has eight subclasses. This decides to select a subclass difficult. However, this guide will help you make that decision easier by ranking the Wizard subclass from worst to best.


The image shows Wizard talking to a character
Wizard talking to a character – Image Credits: Gamesual

The worst wizard subclass in Baldurs Gate 3 would be the Illusion school. The Illusion subclass revolves around tricks and creating false perceptions. In addition, Illusion spells help you look different, weaken enemy attacks, confuse enemies with fake images, and make creatures disappear. Their bonuses at each level are;

  • Illusion School Level 2: Illusion Savant (Feature)
  • Illusion School Level 2: Improve Minor Illusion (Cantrip, Bonus Action)
  • Illusion School Level 6: See Invisibility (Action)
  • Illusion School Level 10: Illusory Self (Feature)Fad

Subclass level 2 unlocks Illusion Savant, which halves the cost of learning illusion spells from scrolls, becoming 25 gold pieces per spell level. Improved Minor Illusion, improves the Cantrip spell Minor Illusion, which creates an illusion that forces nearby creatures to investigate.

It improves Minor Illusion by letting you cast this spell while being hidden or silenced and allowing players to cast it as a bonus action. At level 6 Illusion School, you unlock the See invisibility spell action that lets you see invisible creatures and possibly show them to others.

After that, at level 10, Illusion School unlocks Illusory Self which lets you automatically dodge an attack by creating a duplicate of yourself. Some examples of Illusion school spells;

Color Spray1Blind creatures
Disguise Self1Change your appearance completely
Mirror Image2Make three fake illusions of yourself that divert enemies' attention
Fear3Display a scary image that scares targets. Making them easier to hit and stops their movementt
Seeming5Disguise up to 4 members of your adventuring party

To sum up, In Baldurs Gate 3, Illusion School is named the worst subclass because the bonuses do not help in quests. Furthermore, they are highly specific spells and rewards that are only used for particular situations.

Some of the attacks don’t affect creatures that don’t rely on sight, or that can see through illusions; however, you should use the illusion school subclass if you want to have fun and trick creatures in the game.


In Baldurs Gate 3, The Transmutation wizard subclass comes right after the Illusion subclass. Rather than using illusion to show things as they are not, transmutation alters the physical properties of things. In other words, it is used to turn objects into items or to transform allies, enemies, or yourself. In Baldurs Gate 3, Transmutation is also closely related to Alchemy. Their bonuses are;

  • Transmutation School Level 2: Transmutation Savant (Feature)
  • Transmutation School Level 2: Experimental Alchemy (Feature)
  • Transmutation School Level 6: Transmuter’s Stone (Action)
  • Transmutation School Level 10: Shapechanger (Action)

At Subclass Level 2, firstly, Transmutation Savant halves the cost of learning transmutation spells from scrolls, becoming 25 gold pieces per level. Lastly, Experimental Alchemy allows you to brew two alchemical solutions by combining extracts, rather than the usual one, if you achieve a Medicine check DC of 15.

After that, at Level 6 Transmutation School, you get the Transmuter’s Stone Bonus. This bonus lets you craft a stone. Therefore players can store some of their transmutation magic in this stone. Any creature having this stone gets a benefit of your choice.

Once you have created a stone, you need to cast a Transmutation spell of level 1 or higher or take a Long Rest before you can craft another one. Level 10 Transmutation School grants you the Shapechanger action.

Shapechanger lets you reshape into a Blue Jay, which can fly. If Blue Jay’s health drops to 0, you change back to your original form with your original health. Transmutation school has many spells, for instance:

Feather Fall1Immune you and your allies to fall damage
Good Berry1Conjure 4 enchanted berries into either your own inventory or that of a companion. Creatures who eat a berry regain 1-4 hitpoints
Dark Vision2Give a creature the power to see clearly in the dark up to 12 meters away
Spike Growth2Change a part of ground into spikes. Movement is halved. A creature walking on the spikes takes 2-8 Piercing damage for every 1.5m it moves
Poly Morph4Transform a creature into a harmless sheep.

In short, Transmutation School is considered one of the worst wizards subclasses because its bonus helps with alchemy, and alchemy is not that useful in Baldurs Gate 3 as you can find items by exploring or looting rather than using alchemy which is a long process.

All the transmutation spells and bonuses are mainly used to help an ally or a creature rather than using them on yourself.


Even though better than Illusion and Transmutation, Enchantment School ranks low in front of the other subclasses. Enchantment refers to using magic to bewitch and charm people and creatures.

Some enchanters use this to make peace by enchanting violent creatures and calming them down. While others want to control people through magic just for their use. Enchantment Subclass bonuses are;

  • Enchantment School Level 2: Enchantment Savant (Feature)
  • Enchantment School Level 2: Hypnotic Gaze (Action)
  • Enchantment School Level 6: Instinctive Charm (Feature)
  • Enchantment School Level 10: Split Enchantment (Feature)

At Subclass level 2, Enchantment Savant reduces the cost of learning enchantment spells from scrolls by half, becoming 25 gold pieces per spell level. Moreover, the Hypnotic Gaze action allows you to hypnotize enemies, rendering them disabled. Therefore preventing them from moving or attacking you.

Instinctive Charm gives you the power to possess an enemy attacking you, which will cause the enemy to attack other targets if possible. After that, at level 10, Split Enchantment increases the number of enemies you can target with enchantment spells from 1 to 2. Here are some examples of Enchantment school spells;

Animal Friendship1Make a beast decide not to attack you
Dissonant Whispers1Whisper a unsettling tone to a creature and scare it
Crown of Madness2Drive a humanoid enemy to madness, compelling them to attack the nearest creature, even if its an ally, excluding you
Dominate Beast4Make a beast fight alongside you
Hold monster5Paralyze a creature preventing it from moving, acting or reacting

In conclusion, Enchantment School is rated low because the bonuses involve debuffing your enemies rather than directly attacking them. Spells also contain a very low amount of defensive and buffing spells.

Enchantment spells also depend on the strength of the enemy you are bewitching. If you bewitch a low-hp enemy, the enemy will die fast and be of little help.


Abjuration School of Wizardry is focused on protection and defense against many types of harm, including spells, magical effects, and other dangers. This school efficiently creates barriers, shields against enemies, and removes enchantments. Abjuration school bonuses are;

  • Abjuration School Level 2: Abjuration Savant (Feature)
  • Abjuration School Level 2: Arcane Ward (Feature)
  • Abjuration School Level 6: Projected Ward (Feature)
  • Abjuration School Level 10: Improved Abjuration (Feature)

Abjuration Savant cuts the cost of learning Abjuration spells from scrolls by half, making it 25 gold pieces per level. In addition, you also gain the Arcane Ward feature at the level 2 abjuration subclass.

Arcane ward allows players to use the remaining magic from their spell to create a ward around them that protects them from any harm. At subclass level 6, you get the Projected Ward feature.

With this feature, you can spend your active Arcane Ward to lessen the damage a nearby ally takes. Moreover, the Improved Abjuration feature unlocks at subclass level 10 and improves your Arcane Ward.

This feature strengthens your Arcane Ward with the increase in each wizard level. Here are some examples of Abjuration school spells;

Mage Armour1Protect a target from attacks by increasing its armor class to 13
Aid2Heal your allies, and increase their hit points max by 5
Lesser Restoration2Cure a creature from disease, poison, paralysis or blindness
Remove Curse3Remove all creature's Curses and Hexes affecting it.
Banishment4Temporarily Banish your target to another plane of existence.

To sum up, Abjuration school falls in the middle of the ranking. This school involves protecting your allies and play support. It is ranked lower because it makes your role in the game of a side character, and no one likes being a side character while playing a RPG.

It also lowers your involvement during battle and other aspects. However, this school could be fun for someone who likes playing from the shadows and supporting other characters.


The image shows wizard casting a spell.
Wizard Casting a Spell – Image Credits: Gamesual

In Baldurs Gate 3, the divination wizard subclass allows you to see events beforehand, reveal hidden knowledge, and better understand the future. Therefore, students of Divination school use these spells and bonuses to get information about possible outcomes and alter them in their favor. Their Bonuses are;

  • Divination School Level 2: Divination Savant (Feature)
  • Divination School Level 2: Portent (Feature)
  • Divination School Level 6: Expert Divination (Feature)
  • Divination School Level 6: Third Eye: Darkvision (Action)
  • Divination School Level 10: Third Eye: See Invisibility (Action)

Firstly, Divination Savant lowers the price for learning enchantment spells from scrolls by half, making it 25 gold pieces per spell level. Secondly, the Portent feature reveals little about the future that allows you to alter it.

Each long rest grants two portent dice. You can change the outcome of any Attack Roll or Saving Throw close by with one of your Portent Dice.

These Portent Dice are pre-rolled, so you already know if you have a low or high roll. However, each Portent Die has a single use, and Portent Dice that are not used at the end of the day are forfeited.

After that, at subclass level 6, Expert Divination improves the Portent feature by increasing the number of Portent dice to 3 from 2. Moreover, taking a Short Rest regains any spent Portent dice.

Divination school level 10 unlocks two actions. Firstly Third Eye: Darkvision, which allows you to see up to 24 meters in the dark. Secondly, Third Eye: See Invisibility enables you to detect invisible creatures and potentially expose them to others. Divination school spell examples are as follows;

True StrikeCantripDivine a character's defenses to give you Advantage when you next Attack Roll against it.
Speak With Animals1Gain the ability to understand and communicate with beasts
Detect Thoughts2Use your mind to read thoughts of creatures while talking to them

In short, Divination School is ranked in the upper half because the bonuses it provides are advantageous. Changing the future is an ability that would come in handy in any game. Moreover, seeing in the dark and invisible creatures prevents any sneak attack.

This school does not make it into the top 3 because it has very few spells in the game. In addition, the available spells are very situational and not useful in combat.


The image shows a wizard coming out of a teleport
Wizard using a Teleport – Image Credits: Gamesual

Conjuration School deals with the creation and summoning of objects and creatures. Students of conjuration school can summon items, elements, and beasts to serve many purposes, such as combat, assisting, or transport.

Further, as you become more skilled, you can learn spells for teleportation, allowing you to travel to places, even different realms instantly. Conjuration subclass bonuses are;

  • Conjuration School Level 2: Conjuration Savant (Feature)
  • Conjuration School Level 2: Minor Conjuration: Create Water (Action)
  • Conjuration School Level 6: Benign Transposition: Teleport (Action)
  • Conjuration School Level 10: Focused Conjuration (Feature)

At Subclass Level 2, Conjuration Savant cuts the cost of learning Conjuration spells from scrolls by half, making it 25 gold pieces per level. Furtherly Minor Conjuration: Create Water gives you the power to summon rain which puts out flames and forms a water surface.

Conjuration School Level 6 unlocks the Benign Transposition: Teleport action. This action lets you teleport to an empty spot nearby or swap places with an ally. Level 10 unlocks the Focused Conjuration feature.

Most of the spells require concentration to cast. When casting a Conjuration spell, Focused Conjuration prevents your concentration from breaking when someone attacks you. Examples of some conjuration spells;

Find Familiar1Get a helpful familiar fairy-like spirit that can transform into the animal you pick
Fog Cloud1The cloud makes it hard to see for creatures inside
Cloud of Daggers2Conjure a cloud of spinning daggers that attack anyone inside
Minor Elemental4Conjure a minor elemental to fight alongside you
Arcane Gate6Create two linked teleportation portals

In conclusion, Conjuration is one of the best subclasses due to having unique and extremely powerful bonuses. Being able to teleport saves a lot of time and increases the chances of sneak attacks.


In Baldurs Gate 3, the Evocation wizard subclass focuses on controlling and manipulating energy and elements. As a result, players who have this subclass use these energies to create powerful spells, explosions or manipulate the elements. Evocation subclass bonuses are;

  • Evocation School Level 2: Evocation Savant (Feature)
  • Evocation School Level 2: Sculpt Spells (Feature)
  • Evocation School Level 6: Potent Cantrip (Feature)
  • Evocation School Level 10: Empowered Evocation (Feature)

Subclass Level 2 unlocks two features; firstly, Evocation Savant lowers the price for learning evocation spells from scrolls by half, making it 25 gold pieces per spell level. Lastly, Sculpt spells prevent any AOE damage from your evocation spells to your allies.

Potent Cantrip unlocks at Subclass level 6 and improves the player’s cantrip spells. Therefore this feature makes your cantrip spells hard to dodge. Further, if a creature succeeds in its Saving Throw against your cantrip, it will still take half the total damage.

Subsequently, Subclass level 10 Empowered Evocation allows you to add an intelligence(probability of the spell connecting to the target) modifier to damage rolls with any Evocation spells.

Chromatic Orb1Throw a ball of energy. It does 3d8 Thunder damage, or 2d8 Acid, Cold, Fire, Lightning, or Poison damage and makes a surface.
Magic Missile1Shoot 3 Magical Darts which always hit their target and do damage.
Prayer of Healing2Heal all allies you can see
Shatter2Damage all nearby creatures and objects.
Wall of Stone5Raise a wall of stone

The Evocation Subclass is highly regarded because it offers a diverse spell selection, and its Potent cantrip bonus is solid for dealing damage to creatures. Evocation spells also contain most of the attacking spells.

This subclass is meant for a high-damaging attack-based Wizard, which allows players to ease through quests and is the main reason it is recommended by many as one of the best subclasses to pick.


The image shows a wizard walking in a forest
Necromancy Wizard – Image Credits: Gamesual

In Baldurs Gate 3, the Necromancy wizard subclass deals with death, controlling the undead, and manipulating life force. Therefore students of the Necromancy school raise the dead and have necrotic energy used to harm or heal.

  • Necromancy School Level 2: Necromancy Savant (Feature)
  • Necromancy School Level 2: Grim Harvest (Feature)
  • Necromancy School Level 6: Animate Spell (Spell)
  • Necromancy School Level 6: Undead Thralls: Better Summons (Feature)
  • Necromancy School Level 6: Undead Thralls: Additional Undead (Feature)
  • Necromancy School Level 10: Inured to Undeath (Feature)

Necromancy Savant, which unlocks Subclass level 2, reduces the cost of learning evocation spells from scrolls by half, making it 25 gold pieces per spell level. In addition, Grim Harvest allows you to regain hit points once each turn if you use a spell to defeat a creature.

The value is twice the level of the used spell slot or three times for a Necromancy spell. But it doesn’t affect Undead and Constructs. Further, at Subclass Level 6, players gain two subclass features and one spell.

Animate Spell allows you to turn a corpse into an undead servant; it only works on medium or small corpses, moreover Undead Thralls: Better Summons and Additional Undead further improve the Animate spell by increasing hitpoints and numbers of the undead, respectively.

Subclass Level 10 unlocks the Inured to Undeath feature. This feature makes you resistant to necrotic damage, and in addition, your hitpoint maximum cannot be lowered; some examples of Necromancy spells are as follows;

Ray of Sickness1Release a ray of sickening energy possibly Poisoning the target
Ray of Enfeeblement2Target deals half damage with weapon attacks using Strength.
Revivify3Resurrect a companion. They return to life with 1 hp
Feign Death3Put an ally in a protective, magical coma which makes him Resistant to all damage except psychic
Create Undead6Raise a corpse as a mummy that fights by your side.

Necromancy School is the best because it is the most well-rounded subclass. In other words, it has an equal balance of offensive and defensive spells. Further, it is the only subclass with six bonuses. You also gain the rare ability to heal in return for attacking a creature.

Above all, being able to use spells like Animate drastically increases your chances in combat, as you can spawn companions in the form of undead at any given time. Additionally, being immune to necrotic damage is extremely useful.

Personal preferences matter most. Some players might enjoy being a supporting character and choose the Abjuration subclass, while some might be intrigued by the process of Alchemy and choose the Transmutation subclass.

However, players who enjoy destruction and powerful spell will go for the Evocation school. In contrast, players entertained by tricking creatures and creating illusions will go for the Illusion subclass.

Certainly, every wizard subclass in Baldurs Gate 3 has unique benefits, and by consulting this guide, you can choose whatever fits you best. Here are some more guides on Baldurs Gate 3:

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