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I would begin there.
The next couple of spells depend greatly on what kind of wizard are you. Are you a Evocation wizard, if so take Lightning Bolt. If you are an Abjuration wizard, Glyph of Warding.
But here are 3 other spells that are also useful.
-Haste (you can learn this from a scroll)
-Hypnotic Pattern (another from a scroll)
-Sleet Storm (Also from a scroll if you need to learn it).
But those 3 are VERY useful. Fireball is pretty handy but you should honestly just learn it from a scroll.
Unless you are on Tactician or higher, then it follows the TTRPG rules.
https://bg3.wiki/wiki/Wizard
https://bg3.wiki/wiki/Wizard/spells
Speak with Animals is a druid, ranger, bard (and ancients paladin and nature cleric) spell only - one of the few wizards can't learn.
Burning Hands is a nice spell but forces your wizard to get fairly close to enemies; you probably want to look at spells with more range, like magic missile, ice knife, etc. As they are kinda "glass cannons".
Also bear in mind you are best at spells in your school. Gale is by default an Evocation wizard; veddy nice as most offensive magic is evocation. But it also gives him Sculpt Spells, which means allies are partially shielded from friendly fire (not totally) from AoEs.
One final thing to note -- wizards can't redo spell choices, any class that prepares spells can't do that. (Sorcerors can as they level up redo spell choices, but that's again as they don't prepare them.) Once learned it's learned. But of course, they also can learn from scrolls and don't have to wait for level up to learn new spells.
At 5th level, you get access to two key spells in the wizard arsenal, 3rd level spells fireball and lightning bolt. The thing I hate about that bolt is most of the straight line spells are of limited utility, as your enemy rarely lines themselves up very well to be hit by them (LOL). But fireball - well, remember, sculpt spells only makes friendly fire limited damage, not necessarily no damage, so ... have at it but watch out for friendlies.
The important thing to do, tho, is experiment. A lot of problems can be solved by a well-placed fireball, but it's not necessarily the best or most interesting approach.
This last part I almost agree with you on till I got to ACT 2 and had to deal with the HORDES of things running straight at me. But I am playing a Circle of the Land Druid who CANT sculpt spells. Only fried Shadowheart, no real loss.
Let's unpack this one item at a time to make it easier to digest:
For the majority of WIZ spells, if you don't select them at level up, you're HIGHLY likely to see them again as scrolls later. WIZ can scribe scrolls they find into their spellbook to enhance their number of known spells, so if you miss Fireball on level up, chances are you can just find Fireball later. It's what makes that class so potent.
In addition, because you're a prepared caster, you're not stuck to what you pick. At all. If you find a situation that screams "PICK ME" for a spell like Knock, but you don't have it in your prepared list, you can just . . . swap out a spell you prepped for Knock and profit.
The major downside WIZ has to face is that you pretty much can't pick up spells from other classes all that well. You'll miss out on things like Create Water from CLC/DRD, Speak with Animals, Dissonant Whispers, Aid, etc.
For a full list of what spells you can learn from scrolls, I'll include the following link for you to browse at your leisure:
https://bg3.wiki/wiki/Scrolls
In general, here is a list of spells from each spell level I'd try to pick up via leveling:
- 1st Level: Chromatic Orb, Longstrider, Mage Armor, Magic Missile, Shield, Thunderwave
- 2nd Level: Cloud of Daggers, Misty Step
- 3rd Level: Counterspell, Haste, Lightning Bolt, Slow
- 4th Level: Wall of Fire
- 5th Level: Conjure Elemental, Telekinesis
- 6th Level: Chain Lightning, Globe of Invulnerability
You'll notice that this is only 17 spells, and since you're at 5th level, you're only 3 away from hitting that number naturally. You'll also notice that this is less per level than what you can actually pick up. Feel free to grab whatever other spells you'd like as you progress.
I personally love grabbing Glyph of Warding when I can because it's just a great all-around damage spell, and since it's an Abjuration it pairs extremely well with certain subclass features for some unique interactions. Ice Knife and Witch Bolt are also deceptively good pickups if you have someone who can chain Wet on targets.
That said, what you like may be different from what others like. The trick would be to find spells you like that speak to the playstyle you want to play. If you find good use for Crown of Madness, go to f*ckin' town.
Hope this helps.
The only other issue is to in big complex fights, you also don't want to hit allied NPCs, either, as that can sometimes aggro them.
The one area where I definitely think turn based is so much better than RTwP is on AoE targeting as nothing moves after you've targeted the spell.
There is no scroll for it anywhere in the game. Someone data mined to make sure.
As to what I have specialised in , I haven't yet. Just the default Gale so far but I have noticed for the first time on this level up at 5 , there is another screen after the spell select so I presume I can now start to customise it.
And apologies, although I said I have been using Burning Hands 90% of battle encounters, I actually meant the Fireball
You choose a school at level 2 for a wizard. If you didnt choose then he is an Evocation wizard.
I'll remember that for future play-throughs :) I'll stick with Evocation then. thanks :)