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Defending your team has never been as easy inBaldur’s Gate 3as with the versatile and dangerous Abjuration Wizard. Capable of not only protecting themselves and their teammates, this is one of the few builds that can solo the endgame - and it can do it without making a single attack.
Through the use of Arcane Ward and clever Abjuration spell stacking, you may create a build that reflects all damage dealt by an attack from an enemy and negates any damage taken against yourself. Sound powerful? It is. But getting the right components on it takes a little finesse - something we can provide.

Best Abjuration Wizard Races And Backgrounds
Choosing your Abjuration Wizard’s race is not a big deal. Youcan make this build work on any racewithout much of an issue.
However, for optimizing this build, we canrecommend three races:
As for Backgrounds,the Sage(Arcana, History) makes the most of the Abjuration Wizard’s suggested stats.Otherwise, you could choose:
Multiclassing As An Abjuration Wizard
This build isbest operated as a tri-class build, providing access to key features that make this Abjuration Wizard almost untouchable.
Thereisn’t necessarily a “best way” to level,but we do recommend either starting your character (if beginning at the start of the game) with either Sorcerer or Wizard for best utility in the early game.

You’ll want to complete multiclassing before Act Two for the smoothest play.
Five
Cone of Cold,Hold Monster,Conjure Elemental
First and foremost,Blade Wardwill be important for your early game play. No matter which class you play with, choosing this as a cantrip will be a hard recommendation.
Afterward,choosingMage Armourand Shieldwill be best for your Level 1 slots. From here, following the theme that your best offense is a solid defense will apply.

Ice Knife andFlaming Sphereare great offensive options in the early game. The first will stack well with those afflicted with the Wet condition while the other can mean further defensive barriers in your personal space.
Later,Counterspellshould be takenfor both its Abjuration status (giving more Arcane Ward stacks) and the ability to shut down troublesome mages with damage-types you don’t resist.

Glyph of Wardingis another Abjuration spell, and it stacks nicely withCreate Waterwhile offering additional versatility for different enemies.
Above all else,Fire Shieldis the most important spellto invest in once you have the opportunity. This will be yourmain damage sourcein the mid-to-late game. When used, Cold damage should be chosen in most scenarios.

10
11

16
–

14
18

8
Intelligence and Dexterity are equally importantfor this build. One provides the damage output and Spell Save DC while the other determines your own innate AC (and chances of dodging many late-game spell attacks).

Constitution is your secondmost concernfor Concentration checks. Otherwise, Strength and Charisma are mild investments (for weapon wielding and dialogue checks) while Wisdom is your dump stat.
If you don’t want to negotiate for Auntie Ethel’s Hair, you can use your Mirror of Loss point on Strength to round it up to 12 for the +1 bonus on Strength Saving Throws.

Leveling up, you willtake no Ability Score Improvements. Rather, you’ll want to invest inWar Casterfor Advantage on Concentration checks andHeavy Armour Masterto further decrease damage.
You should not invest in Heavy Armour Master, however, until you have your single level in Tempest Cleric.
Circlet of Psionic Revenge
2
Deals 1d4 Psychic damage to an attacker when you save against their spell. Githyanki also get a +1 bonus to all mental Ability Scores.
Mask of Soul Perception
3
+2 to Attack Rolls, Initiative Rolls, and Perception skill checks. Gain one use of Detect Thoughts.
In a chest on the second floor of the Devil’s Fee near theHouse of Hope portal.
Adamantine Splint Armour
1
Reduce all incoming damage by 2 and become immune to Critical hits. Additionally, attacks against give attackers a -1 penalty to attack rolls against you for 3 turns, stacking with each attack.
Armour of Persistence
GainBlade WardandResistancefor free. Static 20AC and negate 2 damage of any type.
Gloves of Missile Snaring
Intercept ranged attacks and reduce their damage by 1d10 + your Dexterity modifier.
Helldusk Gloves
Receive a +1 bonus to Strength Saving Throws, Spell Attack Rolls, and Spell Save DC. Inflict an extra 1d6 Fire damage with a weapon attack or 1d6 Necrotic damage with an unarmed strike, potentially causing Bleeding. Acquire a complimentary casting of Rays of Fire.
Watersparklers
When standing in water, electrify it and gain 3 Lightning charges each turn you continue standing there.
Helldusk Boots
Immune to forced displacement and unaffected by challenging terrain. Can opt to automatically succeed on a failed Saving Throw using a reaction. Possesses the ability to freely teleport within line of sight, inflicting Fire damage upon arrival.
Cloak of the Weave
Gain +1 to spell attack rolls and Spell Save DC. When taking elemental damage, take half damage and deal 1d6 of that damage type on your next attack.
Coruscation Ring
Illuminate any creature that is dealt damage by your spells while illuminated.
Deal +2 damage against illuminated creatures.
In theGauntlet of Shar, found within a chest in Balthazar’s lab.
Spellsparkler
Gain 2 Lightning Charges every time you cast a spell or cantrip.
Chosen reward forsaving Ambassador Florrickfrom the burning building at Waukeen’s Rest.
Duelist’s Prerogative
Reduces Critical Hit minimum to 19. Gain an additional reaction each turn. When hitting with a melee attack, deal 1d4 Necrotic. Can “Challenge To Duel,” forcing enemy to attack you.
Allows free cast of Level 3Magic Missile.
Sold by Roah Moonglow at any of her multiple locations. Sells this earliest at Moonrise Towers in Act 2.
Gontr Mael
Gives free five-turnHastewith no downsides, a cast ofGuiding Boltwith each attack, and Bolt of Celestial Light special ability.
Loot reward fordefeating the Steel Watcher Titanat the Steel Watch Foundry.
The most important parts of this build are theDuelist’s Prerogative and Armour of Persistence. The first willallow you to “Challenge to Duel,“forcing enemies who would normally avoid you to attack. You’ll also get an additional Reaction.
Thearmour will further reduce your damagewhile giving you apermanent Blade Ward and Resistance, a massive boon against any and all damage types except magical (which you may avoid withCounterspell).
Otherwise:
The Helldusk Gloves are always a nice choice, but we preferred to simply stay with the Gloves of Missile Snaring to punish the cheeky ranged characters trying to bypass our ward punishments.
11 (0)
16 (+3)
14 (+2)
18 (+4)
8 (-1)
10 (0)
76
20+
16-17
Haste,Misty Step,Create Water,Fire Shield,Glyph of Warding
Feats
Wrath of the Storm, Heavy Armour Master, War Caster, Draconic Ancestry: Cold, Arcane/Projected Ward, Improved Abjuration
This buildrequires a bit of setupin the first round of combat, but once it gets going, it’s an unstoppable tank engine that turns your enemy’s power against themself.
Thekey is in Arcane Ward, reducing incoming damage as it comes in. With level 10 in Abjuration, your stacks of Arcane Ward will replenish every short rest by 10 and each time you use an Abjuration spell (like Counterspell and Glyph of Warding).
To begin any combat,you’ll want to use:
Counterspell any magic attacks, anduse Shield if your Counterspell failson spell attacks that might do significant damage.
Otherwise,dealing damage can be done through the mass-spamming of Glyph of Warding, laying traps to deal damage while building more Arcane Ward Stacks for yourself.
When struck by an enemy, you can use your Reaction to strike with the Tempest Cleric’s Wrath of the Storm.
With all of this active, you’ll create anunstoppable shieldthat prevents most damage from affecting you while returning it in kind through double-cold-damage to Wet enemies.
Best operated solobut not impossible to run in groups either, we hope you enjoy this impenetrable shield of ice and lightning.