Best Abjuration Wizard build - Baldur's Gate 3 (BG3)
Contents
Abjuration Wizard Build - Arcane Defender
This subclass's main draw is its Arcane Ward effect. You will be able to easily stack it by casting various defensive spells. With various buffs, this can ensure that you negate large amounts of damage both for yourself and your allies.
Moreover, the build also takes steps to ensure that these defensive options don't disregard offensive capabilities. Thanks to how Arcane Ward works we can use Armour of Agathys to deal tons of damage against enemies daring to attack you.
The Wizard is also capable of learning and casting all the amazing offensive spells like Lightning Bolt, Fireball, etc. To empower this Arcane Defender Build I also recommend multiclassing into Sorcerer and Cleric. They will bring amazing synergies that you can exploit for an even more powerful version of the build.
Wizard Mechanics Disclaimer
As this build will heavily rely on Wizard, there are a few special mechanics to know before using it.
Scribing spells
One important aspect is that any spell scrolls you find can be learned. This consumes a scroll and some additional gold. As a result, the spell is added to the spellbook:
This means that you get those spells that you do not learn leveling. Just wanted to tell you so that you would not be surprised in case the spells are talked about and I did not suggest taking it.
Preparing Spells
The second stage after you learn or scribe spells is that you can then "prepare" them. This means that you have a limited amount of spells active at a time.
This is a good thing as you can change them based on the situation outside of combat. For example, you will be fighting enemies that are weak to Fire. Just add Fireball or Wall of Fire. Fighting a large group of enemies, maybe include Glyph of Warding or Confusion to disable them.
Leveling Overview
Here is a concise table with all the main picks during your leveling progression. For more detailed reasoning, I go further in the article. Also, do not forget to check the recommended gear as it is crucial.
Starting the Game - Level 1
This section covers the creation screen and what would go into the best Races, Abilities, and Skills for the Abjuration Wizard build. Some of these choices are impactful as you cannot respec them.
The first thing, that may be counterintuitive is that you will start with Sorcerer. The main reasons are:
- Get proficiency in Constitution Saving Throws. This is important as it allows you to sustain Concentration on spells with a higher chance.
- Have the correct spellcasting modifier, which depends on the last class taken via multiclassing (it will be Wizard).
- You will get some Abjuration spells, which will save Wizard Prepared spell slots.
- Obtain Armour of Agathys - the main pillar of the build.
Races
Picking a race provides various benefits - abilities, dialogue options, looks, etc. Also, keep in mind whether your picked race has Shield proficiency as this can improve survivability, especially in the early game.
Race | Features | Description |
---|---|---|
Wood Half-Elf |
|
Amazing choice, thanks to its increased movement speed. Moreover, it gets Shield proficiency and boosts Armour Class. |
Human |
|
This is one of the rare cases where I recommend this race. It helps this build to maintain a solid Armour Class by giving Shield Proficiency. |
Wood Elf |
|
The bonus movement speed is amazing, everything is very similar to Wood Half-Elf. |
Githyanki |
|
Get's some amazing bonus features - Misty Step, Astral Knowledge, etc. |
Halfling |
|
Any subrace will work. What matters is the Halfling Luck that will improve role-playing aspects with high roll success chances. Moreover, these will also work well later, if you will plan on using some attack roll spells. |
Class
Overview | |
---|---|
Sorcerer | |
Features | |
Spell Slots | These can be used to cast spells and are restored each long rest. |
Cantrips
Take only those cantrips that are utility or support, and avoid damaged ones. The reason is that they will use the Charisma spellcasting modifier, but we only care about Intelligence. So you will get them from Wizard.
Cantrips | Description |
---|---|
Friends | If you are the main character and do most of the dialogues, this is mandatory as it gives an advantage on dialogue rolls. |
Light | Light dark areas. For now, it is nothing spectacular, but later this spell will play a big role. |
Mage Hand | This is a utility cantrip that will help with some quests and exploration objectives. It can be used in combat to shove enemies or throw items. |
Minor Illusion | Use this to attract NPCs or enemies into one point. It needs to be used outside of combat for effect to be worth it. |
Spells
Spell | Description |
---|---|
Magic Missile | Right from the start this spell is awesome. Although it does not deal huge damage, you can easily kill enemies with low HP in case you don't wish to miss it. This spell will get better as higher-tier spell slots are unlocked. |
Shield | This spell is awesome as it will increase your Arcane Ward, but also give a huge boost to survivability. However, for now, don't use it too much as you will be left without spell slots. |
Subclass
Overview | |
---|---|
Draconic Bloodline | |
Features | |
Draconic Resilience | This negates the need for Mage Armour. |
Draconic Resilience: Hit Points | Just a bonus 1 HP for this build, so nothing fancy. |
Dragon Ancestor
Ancestor | Description |
---|---|
Draconic Ancestry: White (Cold) | The build relies on the Armour of Agathys spell, which is received from this subclass of Sorcerer. This will be a game changer, check for the combat section on how to use this correctly. |
Background
Backgrounds are mostly for role-playing and you can pick whatever you prefer. If you want to optimize, then it would be good to pick backgrounds that are based on your ability points of Intelligence.
Background | Skills | Description |
---|---|---|
Acolyte | Insight Religion |
Provides proficiency in religion that is impacted by high Intelligence. |
Sage | Arcana History |
The most relevant background for Wizard in my opinion as both skills greatly benefit from intelligence. |
Noble | History Persuasion |
This option is great as it also improves Persuasion which can then be used in various dialogues. |
Abilities
Now let's take a look at the abilities of the best Abjuration Wizard build. Correct allocation will allow you to maximize the early gameplay and get good modifier bonuses.
Ability | Value | Description |
---|---|---|
Strength | 8 | This build does not need strength. |
Dexterity | 14 | This plays an important role in improving armor class and increasing initiative. Going early will allow you to land damage or control spells. |
Constitution | 16 (15+1) | Maximize Constitution, as you will be hit a lot in later levels it will ensure you can maintain spells for long. if you are eager, you could set this to 14, and Dexterity to 16. Then, at level 7, once you start doing Abjuration Wizard combos with Arcane Ward and Armour of Agathys change it back to 16. |
Intelligence | 17 (15+2) | The main ability of Wizard that determines spell success chance. It will also benefit your skills related to Arcana, Religion, etc. If this is not the main character or you will not use Auntie Ethel's Hair, set this to 16, and use 2 points either in Wisdom or Charisma. |
Wisdom | 10 | Additional Wisdom to avoid any negative modifiers as many spells target this ability. |
Charisma | 8 | Sadly there are not many ability points left to spend here. For the main character, this could be disappointing. |
Skills and Expertise
Overall, the skills should be impacted by your roleplaying and background decisions. However, you would still want those that will give you the best benefits. My recommendations are to pick those at which you have a high ability modifier and these are Intelligence-related.
- Arcana
- History
- Investigation
- Nature
- Religion
Leveling Progression - Levels 2-12
Here is the detailed progression for the Abjuration Wizard to get you started. You can use it as a guideline because early games can be daunting and overwhelming. Later on, once you get a feel for the class you can start picking your options
Sadly, you will not take Wizard yet, and instead multiclass into Cleric, this will give some more benefits that will be needed later in the playthrough.
Level 2 - multiclass into Cleric Lv 1
To multiclass click this button in the level-up screen where you can pick cleric:
Why do we do this? Here are a few benefits:
- You obtain Shield and Heavy armor proficiency, which helps in early and late games with survivability.
- Obtain Create or Destroy Water to improve Lightning and Ice spell damage.
- Obtain Wrath of the Storm for bonus damage via reactions
Class
The build starts with the Wizard class. You will want to gain some unique features before doing a first multiclass.
Overview | |
---|---|
Cleric | |
Features | |
Domain Spells | These bonus spells save some slots. |
Spell Slots | These can be used to cast spells and are restored each long rest. |
Cantrips
Here only take those cantrips that are support or utility, do not take the damaged ones.
Cantrip | Description |
---|---|
Blade Ward | Generally, I do not recommend this perk. However, the build benefits a lot from the reduced damage later on. For now, it is good to have. |
Thaumaturgy | Gives a higher chance to succeed in intimidation dialogues. |
Resistance | Can be useful in some encounters, otherwise use it before combat. |
Guidance | In case you do not have Cleric or Druid, take this for various ability check rolls. |
Subclass
Overview | |
---|---|
Tempest Domain | |
Features | |
Wrath of the Storm | This will be useful together with Create or Destroy Water to double lightning damage using Reaction. |
Deity
Pick anything based on roleplay or other choices.
Prepare Spells
Here you cannot choose much. However, based on your Wisdom ability you can pick one or two spells, so my recommendations are:
- Create or Destroy Water - this one is mandatory as it will give a huge improvement once you start using Armour of Agathys a lot.
- Sanctuary or Shield of Faith
Level 3 - Wizard Lv 1
Finally, this is the first level that we will be multiclassing into Wizard. From now on, the build will only take it.
Class
Overview | |
---|---|
Wizard | |
Features | |
Arcane Recovery | Provides a way to restore spell slots with Arcane Recovery Charges. |
Spell Slots | These can be used to cast spells and are restored each long rest. |
Cantrips
Here you can now finally take damage cantrips, as they will scale off Intelligence:
Cantrip | Description |
---|---|
Fire Bolt | Although the build will go more into Lightning and Frost, having a fire cantrip can be useful to light up surfaces or exploding barrels. |
Shocking Grasp | This is a melee range spell, that also disables enemy reactions. |
Ray of Frost |
Long-range spell, that deals double damage on wet enemies. |
Spells
From the start, the Wizard can choose 6 spells.
Spell | Description |
---|---|
Chromatic Orb | It is a very popular spell that can be hit with different elements. This way you can double-damage wet targets, or pick different elements based on the situation. |
Mage Armour | Amazing spell that you can use on yourself but also on party members. This will set the Armour Class to 13 if not wearing light or heavier armor. |
Enhance Leap | A utility spell, that allows jumping long distances, is very useful for exploration. |
Longstrider | I recommend adding this spell, in case no one in your group has it. Outside combat it is free to cast and greatly improves the mobility of the whole group. |
Feather Fall | Allows dropping for high heights without incurring damage. |
Ice Knife | Creates an Ice surface, that enemies may get prone to when walking on. |
Some other spells to consider are - Thunderwave and Witch Bolt.
Scribing Spells Level 2
As a wizard you can already scribe level 2 spells from scrolls, here are some recommendations.
Spells | Description |
---|---|
Cloud of Daggers | It is the biggest damage spell at level 2. it damages two times - first when you cast, second after it is the enemy's turn. You could also use this to replace any spells you do not use. |
Web | It is an excellent spell that gives crowd control capabilities, just be sure your allies don't step on it. |
Scorching Ray | An excellent single-target spell, that later could be combined with Hat of Fire Acuity for a huge Spell Save DC boost. |
Some other spells that I think are good to have:
Spells | Description |
---|---|
Misty Step | Gives a boost to mobility and allows you to move around the battlefield with a bonus action. |
Darkness | Useful spell especially if you have Warlock in a group with Devil's Sight. Also works extremely well with some items in later games that give Blindness immunity. This way you can create a safe zone, where enemy ranged attacks cannot reach or they miss. |
See Invisibility | A great spell to have for some world exploration and encounters. |
Blindness | A control spell that makes ranged foes useless and it does not use a Concentration slot. |
Shatter | Not an overpowered spell, but there are situations, where you want its bonus damage against constructs - for example destroying Scrying Eyes. |
Prepared Spells
The spells below are what I would consider adding to the Spell List that could be used in most combat encounters.
Spells | Description |
---|---|
Mage Armour | It enables you to have 13 AC while wearing robes and no armor. |
Chromatic Orb | Offensive spells for the game start, use them based on the situation - Cloud of Daggers is excellent for a group of foes, Chromatic Orb when you need a specific element and Ice Knife on single melee combatant to prone them. |
Ice Knife | |
Cloud of Daggers | |
Misty Step | Gives a significant mobility boost for a cost of bonus action. |
Level 4 - Wizard Lv 2
You will now get access to the Wizard subclass.
Subclass
Overview | |
---|---|
Abjuration | |
Features | |
Arcane Ward | The protective ward is very powerful once you can have multiple stacks in later levels. For now, it is a slight boost to survivability. |
Abjuration Savant | Abjuration spells are cheaper to learn. |
Spells
Spell | Description |
---|---|
Thunderwave | The spell can be used to push multiple enemies from chasms or elevation. This way they either die or get damaged. Remember, that their loot will also disappear. The version from Cleric scales from Wisdom, so you don't want to use that. |
Disguise Self | There isn't much else to pick, this can be a nice utility to have. |
Level 5 - Wizard Lv 3
You can learn level 2 spells, and scribe level 3 spells, which unlocks huge combat potential.
Spells
Here are my recommendations if you have not scribed these yet, otherwise pick whatever you prefer.
Spells | Description |
---|---|
Cloud of Daggers | The biggest damage spell at level 2. it damages two times - first when you cast, second after it is the enemy's turn. You could also use this as a replacement for any spells you do not use. |
Web | It is an excellent spell that gives crowd control capabilities, just be sure your allies don't step on it. |
Scribing Spells Level 3
Spells | Description |
---|---|
Glyph of Warding | This spell is one of the best level 3 options. It can control enemies via Sleep, and deal ice, lightning, or fire damage based on what the enemy is weak to. And to top it all off, it is an Abjuration spell! |
Lightning Bolt | If you plan on using something besides Glyph of Warding for offense, this spell is the best choice. Together with Wet status (that you can apply with a Water bottle or spell) you can clear out stacks of enemies. |
Haste | Because you will want to maintain concentration honestly (to attract enemy attention), this is a perfect spell as it also buffs allies. |
Fireball | Very powerful Fire spell, that hits in a wide radius and can easily wipe enemies. |
Hypnotic Pattern | A very powerful control spell, just be careful not to hit your allies. |
Protection from Energy | This is an Abjuration spell that will give 3 stacks of Arcane Ward. However, I did not use it as the benefits are useful for particular encounters. |
Prepared Spells
The spells below are what I would consider adding to the Spell List that could be used in most combat encounters.
Spells | Description |
---|---|
Glyph of Warding | Undisputed spell for this build that is used to maintain Arcane Ward stacks. |
Lightning Bolt | Will deal double damage on wet enemies. |
Hypnotic Pattern | A strong control spell, to disable any kind of actions from enemies. |
Level 6 - Wizard Lv 4
Now, you get some other great choice picks - the first feat is unlocked.
Cantrips
For cantrips, you can take anything. The build already covers what it needs from multiclassing. You could take:
Spells | Description |
---|---|
Dancing Lights | Some items from Act 2, work only when being illuminated, this can be used to make sure that a light source is available anywhere - even on enemies. |
Spells
Pick these spells if you have not yet scribed them.
Spells | Description |
---|---|
Scorching Ray | An effective spell against single targets. |
Misty Step | Use the spell for mobility to get to a higher ground or get away from enemies. |
Feat
Feat | Description |
---|---|
Heavy Armour Master | This feat together with heavy armor will further reduce damage and increase survivability. |
War Caster: Concentration | This is a temporary feat. I only recommend it until you get access to items with the Constitution Saving Throw advantage like Amulet of Greater Health. |
Ability Improvement | Here, I would recommend +2 Intelligence. This way you improve your spellcasting. I would recommend this option if you are mostly playing with the group and there won't be as many opportunities to force attacks. |
Level 7 - Wizard Lv 5
I would say this is the level, where Abjuration Wizard can start its main rotations with full throttle. You have plenty of spell slots, access to level 3 and level 4 spells, and decent gear.
Spells
Here are my recommendations, they are mainly abjuration spells. If you have scribed some of them, choose others.
Spells | Description |
---|---|
Counterspell | This is an Abjuration spell so it fits well your narrative of stacking Arcane Ward. Moreover, it will negate any deadly spells an enemy may cast. |
Glyph of Warding | This spell is one of the best level 3 options. It can control enemies via Sleep, and deal ice, lightning, or fire damage based on what the enemy is weak to. And to top it all off, it is an Abjuration spell! |
Haste | If you already have access to the one above, pick this. |
Scribing Spells Level 4
As you get access to level 4 spell slots, Wizard can learn these from scrolls now:
Spells | Description |
---|---|
Confusion | An amazing spell, that can make multiple encounters very easy. Enemies may start attacking each other or even skip their turns. |
Fire Shield | Amazing spell, that will increase the amount of damage that you can reflect to the foes. It does not use a Concentration slot, so best to cast it before combat. |
Stoneskin | Abjuration spell, that acts similar to Blade Ward but works until Long Rest. |
Evard's Black Tentacles | The spell targets the Strength ability, making it very strong against particular enemies. |
Ice Storm | Ice Spell also creates ice surfaces, which can make enemies prone and skip their turns. |
Wall of Fire | Powerful fire spell, that can create choke points and damage enemies two times - on initial cast and target turn. |
Banishment | In my opinion the only useful level 4 spell from abjuration school. What makes it special, is that it targets the enemy's Charisma ability, which not many spells do. |
Prepared Spells
The spells below are what I would consider adding to the Spell List that could be used in most combat encounters.
Spells | Description |
---|---|
Stoneskin | I would recommend taking one of these. They are defensive spells that will improve either damage reflection or damage reduction. |
Fire Shield | |
Ice Storm | Applies decent damage and creates Ice surfaces so that enemies may become prone. |
Confusion | Excellent control spell that only targets enemies and excludes allies. |
Haste | Can be a very powerful choice, especially if you can precast it before combat. |
Level 8 - Wizard Lv 6
This level gives an awesome feature, that will improve survivability not just for yourself but for your allies.
Features | Description |
---|---|
Projected Ward | This is a lifesaver as you can help your allies and reduce the damage they take with your reaction. |
Spells
Here are my recommendations if you have not scribed these yet, otherwise pick whatever you prefer.
Spells | Description |
---|---|
Lightning Bolt | If you plan on using something besides Glyph of Warding for offense, this spell is the best choice. Together with Wet status (that you can apply with a Water bottle or spell) you can clear out stacks of enemies. |
Haste | Can buff yourself or an ally to get two actions per turn. |
Fireball | High damage as a fire spell, can be useful in some encounters, where you are not able to Wet enemies. |
Level 9 - Wizard Lv 7
This level allows scribing level 5 spells, and you can start picking additional level 4 spells that you have not yet learned.
Spells
Here are my recommendations if you have not scribed these yet, otherwise pick whatever you prefer.
Spell | Description |
---|---|
Fire Shield | Awesome spell that will increase your retaliating damage. |
Stoneskin | This spell acts as Blade Ward but until a long rest, allowing it to soak up a lot of physical damage. |
If you have these pick any other two that you prefer.
Scribing Level 5 Spells
Because you are a Wizard you can access level 5 spells. Be sure to learn them from the scrolls:
Spells | Description |
---|---|
Conjure Elemental | This is an awesome spell. You can summon Water Myrmidon, which will apply wet status on enemies, making your Armour of Agathys deal double damage. |
Hold Monster | Very strong control spell, that your group members can exploit from close range for guaranteed critical hits. |
Cone of Cold | Ice spell, that plays well with Wet status for dealing double damage. |
Prepared Spells
The spells below are what I would consider adding to the Spell List that could be used in most combat encounters.
Spells | Description |
---|---|
Conjure Elemental | The Conjure Elemental: Water Myrmidon can be a very powerful summon allowing it to easily apply wet on foes. |
Cone of Cold | A cold spell that can benefit from wet status and inflict double damage. |
Level 10 - Wizard Lv 8
You will now get access to more spells and most importantly 2nd Feat.
Spells
Here are my recommendations if you have not scribed these yet, otherwise pick whatever you prefer.
Spells | Description |
---|---|
Ice Storm | A spell that is perfect for crowd control. Icy surfaces can easily make enemies prone if they fail Saving Throw checks. |
Confusion | One of my favorite control spells in the whole game. Can disable groups of enemies. |
Feat
There are multiple good feats to pick from, here are a few favorites of mine:
Feat | Description |
---|---|
Dual Wielder | This is a good option if you have a decent Armour Class, try to maintain it 20-22. The second weapon can provide bonus Spell Save DC improving your spell casting. |
Alert | Improve your initiative score, which almost guarantees you go first. Also, you cannot be surprised. With this feat, you can take the best positions and preparations before any foe does any action. |
Ability Improvement | You can add +2 to Intelligence to round it up to 20 or 18, whether you picked Auntie Ethel's Hair. This will improve spell success chance. |
Level 11 - Wizard Lv 9
Now you can also learn any level 5 spells that you skipped and start scribing those Level 6 spells - and they are powerful.
Spells
Here are my recommendations if you have not scribed these yet, otherwise pick whatever you prefer.
Spells | Description |
---|---|
Conjure Elemental | This is an awesome spell. You can summon Water Myrmidon, which will apply wet status on enemies, making your Armour of Agathys deal double damage. |
Cone of Cold | Ice spell, that plays well with Wet status for dealing double damage. |
If you have these pick any others you want.
Scribing Level 6 Spells
Because you are a Wizard you can access level 5 spells. Be sure to learn them from the scrolls:
Spells | Description |
---|---|
Chain Lightning | Solid and very powerful spell, that works very well on Wet enemies. |
Globe of Invulnerability | This is a lifesaver in many Act 3 encounters and bosses. Recommend having it on hand. |
Wall of Ice | Ice spell that can deal substantial damage, be sure to use it on wet targets. |
Otiluke's Freezing Sphere | An ice throwable spell, that deals 6d10 damage and targets Constitution Saving Throw. |
Prepared Spells
The spells below are what I would consider adding to the Spell List that could be used in most combat encounters.
Spells | Description |
---|---|
Globe of Invulnerability | Gives invincibility to everyone who stands inside the Globe. |
Chain Lightning | The strongest lightning spell, enabling it to hit multiple foes for significant damage. Use this on wet enemies. |
Level 12 - Wizard Lv 10
And Abjuration Wizard build the last level is reached. This is a huge improvement, to what has already been done, but the main highlight is:
Feature | Description |
---|---|
Improved Abjuration | Thanks, to this it will be much easier to maintain Arcane Ward stacks and will save a lot of spell slots. |
Cantrips
To be honest, by now you can take anything as all the things the build needs are already covered.
Spells
Here are my recommendations if you have not scribed these yet, otherwise pick whatever you prefer.
Spells | Description |
---|---|
Hold Monster | Useful spell against some enemies. It also paralyzes them. Follow up with attacks from close range to inflict guaranteed critical hits. |
For the second spell pick anything, that you would like to try.
Maximizing Ability Scores
Now, as the build progression is covered there are a few aspects and important decisions you will have to make throughout the game. These will decide your final score for abilities.
Intelligence
- Act 1 - Auntie Ethel Hair - you will want to get +1 Intelligence if you pick this choice.
- Act 3 - Mirror of Loss - pick +2 Intelligence.
This will allow you to reach 20 natural Intelligence, and result in a +5 ability modifier on your spells and rolls.
Constitution
Constitution is also an important ability:
- 16 from the start of the game
- Act 3 - +2 from the Mirror of Loss.
On the other hand, in Act 3, you can skip it and just wear Amulet of Greater Health for a fixed 23 CON.
Potions, Elixirs and Consumables
Let's take a look at what consumables we can use to further empower the build.
Potions
These are general consumables, and most of them are activated for a few turns. Potions are separate from Elixirs and can be active together.
Consumable | Description |
---|---|
Potion of Speed | In case you or your other casters have a Concentration spell slot taken and cannot cast Haste, use this potion. It acts similarly, but the effect is just for 3 turns. |
Potion of Animal Speaking | Although not something powerful, it is worth stocking up and saving a spell slot. |
Potion of Invisibility | Can be used to get a perfect position before the encounter starts. |
Elixirs
Unfortunately, only one Elixir can be active at a time. However, the good thing is that they last until a long rest, making them very useful and economical.
Be sure to activate them before combat as otherwise, you will need to use Bonus Action.
Consumable | Description |
---|---|
Elixir of Bloodlust | Very effective elixir that gives another action point if you kill an enemy. This will not work with Armour of Agathys reflection, so remember that. |
Elixir of Battlemage's Power | Gain 3 stacks of Arcane Acuity. I would say this should be the most used Wizard elixir for higher spell success. |
Elixir of Peerless Focus | Another good choice is to better maintain spell Concentration. |
Superior Elixir of Arcane Cultivation | Grant's a single level 3 spell slot. Could be useful in case you are preparing for a longer encounter. |
Supreme Elixir of Arcane Cultivation | Grant's a single level 4 spell slot. Could be useful in case you are preparing for a longer encounter. |
Elixir of Vigilance | For some encounters, you will want to go first. This elixir will ensure that it overcomes even surprise mechanics. However, if you have Alert this becomes redundant. |
Illithid Powers
This special mechanic in Baldur's Gate 3 allows you to consume tadpoles and unlock special Illithid Powers. These range from somewhat useful, to extremely deadly. I would like to leave a few recommendations:
Base Illithid Powers
Order | Illithid Power | Description |
---|---|---|
1 | Favourable Beginnings | Beneficial power to take as it does not have any costs, and provides only benefits on the first hits. |
3 | Concentrated Blast | Taking only for progression, to unlock the next power. |
4 | Cull the Weak | Passive feature that does not cost anything and automatically deals bonus psychic damage around the target, once it is close to death. |
5 | Transfuse Health | Taking it for progression |
6 | Shield of Thralls | Taking for progression, to unlock the next power, but it also provides a good bonus as temporary health, that can be cast before combat. |
7 | Force Tunnel | Mainly taking for progression |
8 | Displace | Mainly taking for progression |
Elite Illithid Powers
These become unlocked later in the game as you progress. They are extremely powerful additions to the build.
Order | Illithid Power | Description |
---|---|---|
0 | Fly | Automatically unlocked. You can use this to initiate attacks of opportunity without spending any movement. |
1 | Freecast | Removes any cost of spell slots or consumable resources |
2 | Black Hole | Amazing power, that pulls enemies together and slows them. After that, you can follow up with Fireball, Fear, etc. |
3 | Psionic Dominance | You can use this similarly to Counterspell, and disable enemy spell. |
4 | Illithid Expertise | Expertise in bonus skills from this power is not mandatory as Bard already covers most of these. |
6 | Mind Sanctuary | Extremely valuable power that can also help other casters to use up their Bonus action effectively. |
Equipment Recommendations
Now I would like to go through some gear recommendations to maximize the Best Abjuration Wizard Build. Items are especially important as they take the build to the next level thanks to their unique effects.
Act 1
Slot | Item | Description |
---|---|---|
Melee (One - Handed) | The Spellsparkler | Although this staff does not give increased Spell Save DC, the bonus lightning charges interact well with other gear and also increase spell damage. |
Mourning Frost | This is a good staff, that can work well with Armour of Agathys to get bonus damage. However, the bonuses fall off, once you reach level 4-5 spell slots. | |
Melf's First Staff | Very good item, as it is the first weapon to give bonus Spell Save DC. | |
Ranged | Bow of Awareness | Gives bonus initiative, allowing one to go earlier in combat |
Hand Crossbow +1 | Equip two of these so that you can attack with your bonus action. This is an amazing weapon as you can use bonus action to break water bottles to apply wet. | |
Shield | Adamantine Shield | It provides a substantial defensive boost by reducing critical hit damage. |
Absolute's Warboard | Very good shield similar to Safeguard Shield, just gives a bonus Heroism cantrip. Only use it if you have Absolute's Brand. | |
Safeguard Shield | Gives a bonus to saving throws, easily accessible early in the game. | |
Head | The Lifebringer | This one interacts well with The Spellsparkler when you have lightning charges active. |
The Shadespell Circlet | This headwear gives bonus Spell Saave DC, increasing the success chance of many spells. | |
Cloak | - | Nothing really of note here. |
Armor | Adamantine Splint Armour | A good protection |
Infernal Robe | I would say this is the best robe in Act 1. Once you are level 6-7 you can start reflecting damage as Abjuration Wizard and this armor allows using Fire Shield: Warm, for bonus damage together with Armour of Agathys. | |
The Protecty Sparkswall | Amazing armor, as it gives +1 AC when you have lightning charges and also increases spell success chance. | |
Githyanki Half Plate | This armor is worn by Lae'zel. You can equip it on yourself and have a good Armour class boost early in the game, before obtaining the above ones. | |
Gloves | Gloves of Dexterity | These gloves are contested by many builds, in case you can use them, be sure to do that. This way you can respec and set Dexterity to 8. Then move points to other stats. |
Daredevil Gloves | Amazing gloves that work well with this build once you are in close range. This negates the penalty of nearby enemies, with some spells. | |
Gloves of Missile Snaring | Defensive gloves to reduce the damage of incoming ranged attacks. | |
Bracers of Defence | Decent early-game gloves that give good armor class, in case you do not have Shield proficiency. | |
Boots | Disintegrating Night Walkers | All of these boots will help you walk freely on Ice. The Disintegrating Night Walkers are especially powerful as they allow walking on almost any difficult surface. |
Hoarfrost Boots | ||
Boots of Striding | ||
Boots of Genial Striding | Makes it easier to move on various surfaces, so you can effectively activate Opportunity attacks. | |
Amulet | Pearl of Power Amulet | Restore up to level 3 spell slot. Can be unequipped after use. |
Amulet of Misty Step | Gives mobility improvement thanks to the Misty Step spell. | |
Rings | Crusher's Ring | Amazing ring, that allows moving longer distances. |
Ring of Protection | The best option for Act 1. The bonus Armour Class is a great boost for survivability. | |
The Sparkswall | Reduces lightning damage received. |
Act 2 - mid-game
Slot | Item | Description |
---|---|---|
Melee (One-handed) | The Spellsparkler | These staves from Act 1 are still a solid choice. |
Melf's First Staff | ||
Ranged | Darkfire Shortbow | Amazing bow that allows to precast Haste before combat. This may not seem big as you can use Potion of Speed, but sometimes its short duration is not enough. Otherwise, stay with bows from the previous act. |
Shield | Absolute's Protector | This gives you Fire Shield: Chill, which further generates ice damage. |
Ketheric's Shield | Gives bonus Spell Save DC, which is amazing for better success when casting spells. | |
Shield of Scorching Reprisal | This shield is amazing and can be used to deal bonus damage to attackers who miss you. | |
Head | Fistbreaker Helm | Improves spell success chance and increases the likelihood of going first. |
Holy Lance Helm | Because the build has a good AC, this is an amazing helm to wear, for that additional bonus damage, especially early in Act 2. | |
Cloak | Cloak of Protection | Improves survivability and Saving Throw success. You want to equip this cloak on Abjuration Wizard to maintain that good Armour Class. |
Armor | Dwarven Splintmail | The best Act 2 heavy armor, with 19 AC. it could detract enemies from attacking you, so use Act 1 armor instead or robes if this happens. |
The Protecty Sparkswall | Still the best option even in Act 2 in terms of spellcasting. | |
Robe of Exquisite Focus | Another robe that gives +1 Spell Save DC. | |
Gloves | Gloves of Dexterity | I think besides the gloves in Act 1, these are the best options for now until Act 3. |
Boots | Boots from Act 1 | Boots from the Act 1 are still the best choices. |
Evasive Shoes | Can help with maintaining that AC sweet spot, to not get your Arcane Ward stacks removed too fast | |
Amulet | Amulet of Misty Step | Gives mobility improvement thanks to the Misty Step spell. |
Spellcrux Amulet | Can be used to restore spell slots, and unequip after that. | |
Rings | True Love's Caress | Equip this ring and allow a party member to cast Warding Bond on you while wearing True Love's Embrace. This will give you resistance to all the damage, greatly improving survivability, without a need to increase armor. |
Ring of Protection | Bonus armor class for survivability. | |
Ring of Twilight | While obscured (which happens when standing in shadows) you get a bonus armor class for survivability. | |
Crusher's Ring | Still a good ring for better movement distance. |
Act 3 - Final Build setup
This is the last act of the game, where you will get access to the most powerful items. To get them as early as possible you will need some planning, but overall, it should not be a problem.
I see two main setups that you can aim:
- Helldusk Armour + Ring of Regeneration/Helm of Balduran + The Reviving Hands, to get the highest damage reduction and constant Blade Ward. However, this will require you to sacrifice your Spell Save DC. Thanks, Kastorex from BG3 Builds Discord for suggesting this.
- Armour of Persistence - a very strong stand-alone armor that gives defensive buffs like Blade Ward, this frees other slots so you can stack that Spell Save DC.
Now, for the other equipment:
Slot | Item | Description |
---|---|---|
Melee (One - Handed) | Markoheshkir (BiS) |
The best caster staff in the game (well, almost the best). This fits the build extremely well and you can use Kereska's Favour. You can choose from two options - Frost of Dark Winter, if you want more Ice spells, and bonus ice damage (does not apply to Armour of Agathys), or Bolts of Doom for Lightning spells. |
Staff of Cherished Necromancy | This staff is currently bugged, and once you consume a life essence you can use it infinitely. So necromancy spells like - Eyebite, Circle of Death, and Blight can be cast without a spell slot limit... So used it based on personal preference. | |
The Spellsparkler | In case for some reason you do not have access to one of the weapons below, this staff will still serve its purpose. | |
Ranged | Hellrider Longbow (BiS) |
Gives a big boost to the initiative, guaranteeing that you can go first. However, you will need to get Longbow proficiency from race. |
Head | Hood of the Weave | The hood gives solid +2 Spell Save DC, greatly improving spell success chance. |
Helm of Balduran | You can use the helmet together with The Reviving Hands to always activate Blade Ward. This then opens a slot to wear Helldusk Armour instead of Armour of Persistence. | |
Cloak | Cloak of Protection | Improves survivability and Saving Throw success. |
Cloak of The Weave | Improve Spell Save DC by one, the best option for a direct increase in spell effectiveness. | |
Armor | Armour of Persistence | This is one of the top armors as it gives Blade Ward and additional damage reduction. Still, you can use the ones below as you can cast Stoneskin for some survivability. Moreover, you will have plenty of slots to stack Spell Save DC. |
Helldusk Armour | You can use this together with healing gear and The Reviving Hands to get maximum damage reduction. Of course, this limits the slots for items with Spell Save DC. | |
Armour of Landfall | As a caster that heavily relies on Concentration spells, this is probably the best armor to wear. The Constitution saving throw advantage is more than awesome. | |
Robe of the Weave | This armor is what would be "the best" option if you only relied on control and damage spellcasting. However, as you have concentration spells and are hit often, the ones above are a bit better in my opinion. | |
Gloves | Gauntlet of the Tyrant | Another option in Act 3, also gives a level 3 Command spell for each Long Rest. The gloves provide +1 Spell Save DC, |
Helldusk Gloves | Very good gloves, but might be contested by other builds, specifically, martial ones. | |
The Reviving Hands | These can work together with Helm of Balduran or Ring of Regeneration to activate Blade Ward and greatly reduce incoming damage. | |
Boots | Boots of Persistence | Another choice of amazing boots, that come with the Longstrider effect and Freedom of Movement. |
Boots from previous Acts. | - | |
Amulet | Amulet of The Devout | The +2 Spell Save DC is a huge boost, giving a large success improvement for spells. |
Amulet of Greater Health | With this amulet, you can reduce Constitution to 8, and use ability points on Wisdom or Strength, to increase the success of Saving Throws. Moreover, you will have a lot of HP, in case your Armour of Agathys is destroyed. Moreover, you would also have to set your Feat to +2 Intelligence | |
Spellcrux Amulet | Restores up to level 6 spell slots. After using it, you can unequip it for another amulet. | |
Rings | Ring of Feywild Sparks | This is the only ring that gives bonus Spell Save DC. This may be a bug that might be patched in the future. |
Ring of Regeneration | You can use this together with The Reviving Hands to always activate Blade Ward. This then opens a slot to wear Helldusk Armour instead of Armour of Persistence. | |
Ring of Protection | The ring is still a solid choice, to maintain optimal Armour Class. | |
True Love's Caress | Equip this ring and allow a party member to cast Warding Bond on you while wearing True Love's Embrace. This will give you resistance to all the damage, greatly improving survivability, without a need to increase armor. |
Build Mechanics
In this section, I would like to dive deep into how to play the Abjuration Wizard. This will help you utilize it to the fullest and correctly use various actions and spells throughout the game.
Important Mechanics and Combos
Let's go through key mechanics and tips on how to effectively use the build.
Effectiveness of Arcane Ward
The main selling point of Abjuration Wizard is its Arcane Ward. You can easily stack it up, by casting Abjuration spells:
- Shield
- Protection from Evil and Good
- Armour of Agathys
- Glyph of Warding
- Counterspell
- etc.
The level of the spell you cast will determine how many stacks you get. The stack amount cannot go above two times your wizard level. So you can obtain stacks naturally throughout the combat, or prepare yourself in the camp.
Now, how does this all work? Imagine you have 5 stacks. The enemy hits you for 7 damage. The damage is reduced 7-5=2. And you also lose 1 stack. Now you receive only 2 damage and have 4 stacks left. Pretty neat?
This will get crazier in later levels, when you can cast a level 6 spell, and stack Arcane Ward to 20.
Baiting enemies with an Attack of Opportunity
This is very simple, but more or less you approach to make an enemy attack you. You want to move close to them, and then move away so that the tooltip appears "Provokes Attack of Opportunity" with red arrows.
After this, the enemy starts attacking you and you will reflect damage with Armour of Agathys
Baiting Enemies and Concentration Spells
So enemy AI is programmed to attack targets while they have Concentration spells active. At least that's true on higher difficulties. This is the reason why the build has a high Constitution score, and I recommend items like - Armour of Landfall, Safeguard Shield, etc.
This way enemies will prioritize you for attacking, and you can reflect cold damage via Armour of Agathys or Fire Shield. This can also be some simple spells like Protection from Evil and Good or Resistance.
Maintain decent Armour Class
For early late Act 1 - Act 2 aim for 18 Armour class. For Act 3, I recommend a range of 20-23. The main issue is that if it is higher, enemies will miss most of the attacks. If it is lower you will be hit too often and your Arcane Ward stacks will go down very fast.
Remember, ranged enemy attacks will not be reflected so it is very easy to get hit multiple times from them, without dealing any damage.
Illithid power Fly
You can use this power to initiate an Attack of opportunity and don't move an inch, it is much better than normal movement-provoking. For this, you will need to consume the special tadpole you get at the start of Act 3 - Astral-Touched Tadpole.
Although your goal is to get hit you can cast Spells
This abjuration Wizard build objective is to get hit so that you would reflect Cold damage from Armour of Agathys. However, this should not stop you from preparing and casting spells.
As a Wizard you have access to some really powerful spells that can just mop the floor with enemy bodies. So if you see three wet enemies, just pop Chain Lightning and see them turn to ashes. Don't spend time trying to provoke and micromanage everything.
Have someone cast Warding Bond
Warding Bond is a very powerful spell, that greatly improves survivability. If it is cast on Abjuration Wizard, more or less your ally will take 0 damage, while the Wizard enjoys resistance to all damage.
You can get it from Cleric or True Love's Caress + True Love's Embrace item combo on two different characters.
When using this spell, you can even play around with lower Armour Class, so that enemies would land hits more often.
Wet + Lightning and Cold Spells
I think this is the most important mechanic to learn in Baldur's Gate 3 for caster. It is very easy to set up and can guarantee you easy wins for most encounters.
The first step is to apply water here are some options for how to do that:
- Have a Cleric, Druid, or yourself cast Create or Destroy Water
- Throw Water bottle
- Have Conjure Elemental to summon Water Myrmidon and apply Healing Vapours.
- The easiest, drop the water bottle on the ground and destroy it with an attack (an offhand attack with bonus action is perfect for that)
Once the enemy is wet, they will become vulnerable to Ice and Lightning damage. This means you deal double the amount. After this follow up with your favorite spell - Chain Lightning, Lightning Bolt, Cone of Cold, etc.
Early Game Combat
Let's cover how you should progress combat levels 1-6.
- Very early in the game, you play as a normal caster. use Magic Missile, Cloud of Daggers on grouped enemies, and Chromatic Orb on wet foes. Sleep is perfect for disabling them.
- At level 5, you can scribe level 3 spells - Glyph of Warding, is the main one you want to use both for control and damage. It will also stack your Arcane Ward. For control, be sure to use the sleep version, as it is extremely powerful at this stage.
- At levels 6-7, you can start playing more of a frontliner role. You can go into the melee range, cast Armour of Agathys with the highest level and apply Create Water to double that reflected frost damage.
- Try to always maintain a Concentration spell - Protection from Evil and Good, Resistance, etc. This will ensure that enemies are inclined to attack you.
- Using Counterspell will also restore your Arcane Ward stacks, so it's a great use for Reaction.
Late Game Combat
The Abjuration Wizard's full effectiveness comes online at about levels 7-8. This is when you have good level 4 spells, can maintain an adequate amount of Arcane Ward stacks, and access good gear.
- Cast Armour of Agathys with the highest level upcast. This will give plenty of protection stacks but most importantly reflect damage will increase immensely.
- Make sure that enemies are Wet so that your spells and Armour of Agathys deal double damage against them.
- Every turn try to cast at least one Abjuration spell level 3. For offense to control, Glyph of Warding is a perfect choice, for reactions Counterspell. This will help maintain the Arcane Ward stacks.
- Stoneskin is a perfect protection spell that works until a long rest and also generates protection stacks.
- Be sure to cast Fire Shield: Chill before combat, this will save action points that you can use for other spells.
- Summon Water Myrmidon using Conjure Elemental, this way you will not need to create water yourself and can deal double damage with your lightning and water spells.
- Try to get close to enemy melee fighters, or those using melee weapons, a good idea is to use Misty Step. Once you are close, provoke attacks of opportunity by moving away from them. Do this until you exhaust your movement speed.
Here are some other tips that I think are helpful in general for Wizard.
- Ice Storm is a great spell to create ice surfaces and does not require concentration.
- If you are fighting a boss first time, I recommend Globe of Invulnerability. This will greatly reduce risks and allow you to evaluate the encounter, before jumping into offensive combat.
- Confusion is an amazing spell, that can be cast on the first turn. I recommend using it if you see multiple enemies bunched up together. This way all of them get affected and they can start fighting each other.
Build Variations
There are a few variations that the build could be changed about. I think it is more for advanced players who are likely doing some deeper optimizations.
Setup | Description |
---|---|
|
This setup is useful if you plan on using "bugged" Armour of Shadows invocation from Warlock. With it, you can infinitely cast the Mage Armour, and then equip heavier armor, which cancels it. After that, equip clothing and cast the spell again. Rinse and repeat. |
|
This setup is good if you do not need to Create or Destroy Water. For example, you will have separate Cleric, Druid, or Storm Sorcerer to apply for wet status. This is also an option in the late game when you get Conjure Elemental and summon Water Myrmidon. |
Conclusion
Thank you for reading the Abjuration Wizard build for Baldur's Gate 3. This guide will help to make this Ice wizard effective in combat and cover all the needed mechanics for the build to work.
Cheers!
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