Wizards inBaldur’s Gate 3are one of the flashiest and most damaging classes you may have at your disposal. However, wizards have more versatility than becoming your resident Fireball rapid launcher. Capable of mastering the battlefield through their use of terrain effects, mind control, and helpful buffs, a Control Wizard is just as viable - and perhaps more dangerous - a spellcaster.

But running a Control Wizard, true to the spirit of the class, requires a bit of forward thinking and strategy. What spells should you learn? Which ones are worth preparing? How will I effectively control the battlefield without getting my squishy spellcaster mowed underfoot by a raging enemy barbarian. Thankfully, we have a build skeleton for you that would make even a Necromancer jealous.

Control Wizard prepares to cast Hold Person on Flaming Fist enemy in Baldur’s Gate 3

What Is A Control Wizard?

A control wizard is not a named subclass you’ll find in Baldur’s Gate 3. When we refer to a Control Wizard, we meana wizard that excels at controlling the battlefield by shutting down enemy offenses and boosting your allies'.

These wizards can take many forms, butthey are support classes.How they operate on your team and how you build them can be informed by this guide, but you should always keep in mind that this is a guide. Thebest Control Wizard will always be the one that meshes the best with your other party members.

Control Wizard Casts Ice Storm to create Terrain Effect in Baldur’s Gate 3

For example, you do not want a cryomancer (Ice wizard) based Control Wizard if you have multiple mobile units without the right equipment to prevent falling Prone or taking penalties from Difficult Terrain.

Control Wizards take many forms, but you’ll see that the common Control Wizardfulfills these positions:

Player chooses Elf for Control Wizard class and highlights Fey Ancestry in Baldur’s Gate 3

Best Control Wizard Starting Race And Background

A Control Wizard can be any class, but you’ll have thebest starting classes with:

Your background is simplyany background that further ties into the benefits of your high Intelligence stat. Skills including Arcana tend to be the best choices on paper and in roleplay.

Elf Wizard chooses Sage for background in Baldur’s Gate 3

8

Beginning Stats for a Control Wizard in Baldur’s Gate 3

14

15

Wizard Levels Up and inspects the War Caster Feat

16

17

Control Wizard chooses the Divination Wizard subclass and inspects Portent in Baldur’s Gate 3

20

+1 Auntie Ethel Hair, +1 Ability Score, +1 Mirror of Loss

Control Wizard multiclasses into Light Cleric in Baldur’s Gate 3

12

As expected, the Control Wizard isan Intelligence-focused classwith passable traits in Constitution for increased concentration boons, Dexterity for better AC, and Wisdom for general resistance against many enemy spells.

Control Wizard Light Cleric prepares Hold Person in Baldur’s Gate 3

TheIntelligence stat can be increased with Auntie Ethel’s Hair(gained from sparing her during her first encounter), theMirror of Loss in Act Three, and with astandard Ability Score Upgradeduring a feat level up - which should be split +1 for both Intelligence and Constitution.

During later level-ups, we recommendtaking two feats:

The final one should be left for the end of the game, but it comes with the heaviest amount of perks as you’ll have access to some of the most powerful staves in the game and can benefit off of two of them rather than one.

Subclass: Divination Or Enchantment?

Both theDivination and Enchantment classes are good optionsfor the Control Wizard. Whichever you choose will depend not only on your needs as a team but also your game’s roleplay flavor.

Multiclassing As A Control Wizard

The Control Wizard can certainly multiclass into other, useful classes for increased use. However, what you multiclass in will beheavily dependent on the distribution of your other team members, and a Control Wizarddoes not need to multiclassto operate well.

If you do choose to multiclass, we recommendmulticlassing with a spread of 8 (Wizard) - 4 (Other)to get all three possible feats/ability upgrades. Below are the best classes for a Control Wizard to subclass into and why:

Control Wizard chooses shocking grasp, mage hand, and ray of frost cantrips in Baldur’s Gate 3

Storm Sorcerer

Of these allclerics stand at the topfor their access toHold Person,Silence, and Spiritual Weapon as possible Prepared Spells. These control spells are excellent for this type of wizard.

Sorcerer, on the other hand, can be agood choice for Twinning charm spells or reaching far-away targets,but it does tend to fall behind when compared to other Cleric options in terms of sheer versatility due to the cost of Metamagic points per Long Rest (especially when playing on higher levels of difficulty).

Six

Otto’s Irressitable Dance,Wall of Ice,Globe of Invulnerability

Most of a Control Wizard’s used spells won’t deal damagebut instead focus on putting a splinter in your enemies' strategies.

However, starting off as a wizard, thebest cantrips should be the damaging spellsof Shocking Grasp and Ray of Frost to ensure that you have survivabilityduring the wizard’s most vulnerable time as well as the prevention of reliable movement and the use of Reactions.

Mage Hand is also very usefulfor several early-game quests, allowing you to take the Necromancy of Thay and the Noblestalk without ever putting yourself into danger for instance.

Level One spells should evenly distribute offense and support, but at this phase, there’s not much you can do as a Control Wizard. Therefore, we recommend:

ThunderwaveandLongstriderare also fantasticLevel One spells, allowing you to give support to allies while pushing back enemies (either away from you or over cliffs).Shield should also be consideredfor increased survivability.

In later gameplay, we do also recommend stopping by forChromatic Orb(especially if you multiclass into Sorcerer). This can allow extra zoning opportunities or exploiting damage type vulnerabilities.

Additionally, never forget Longstrider. We recommend grabbing this as casting it is free as a Ritual spell, and there’s no reason you shouldn’t cast it on your entire party after a rest.

Level Two spells kick off a bit withaccess toHold Person, critical for allowing melee team members to get guaranteed Critical damage, andInvisibilityfor a range of stealthy operations.

Level Three is where the Control Wizard shines the mostand truly begins to take off. You have access to excellent spells like those listed in the table above as well as:

Slow is not a recommendation we see used often in similar builds, but it should never be underestimated. It can affect up to six creatures, lowering their movement speed, attacking options, and AC. It can be replaced with the Illithid ability, Nebulous Black Hole, for a similar effect to save a Concentration spot, allowing you to follow up with its usage forConfusion, a powerful attacking spell, or aHasteon another highly-capable unit.

From here,Levels 4-6 should include the powerful Ice spells and walling spells(Ice Wall,Fire Wall, etc.) for increased zoning tactics as well as damage output.

Hold Monsterwill be incredibly important,allowing you to use a pseudo-Hold Personon any creature except the undead. This will be your final priority spell, and all other spells beyond this at Level 5 and above will be cherries on the Ice Storm.

Dominate Personhas a similar effect and has its uses, andGlobe of Invulnerabilitycan likewise be a life-saving spell in niche situations (like thefight with Ansur) to consider.

2

Gain +1 to Spell Save DC and Initiative.

Hood of the Weave

3

Gain +2 to Spell Save DC and attack rolls.

Moon Devotion Robe (Dark Urge)

While usingMage Armor, all successful saving throws deal the enemy caster 1d4 Radiant Damage. Acquire Advantage on Constitution Saving Throws, +1 to all Saving Throws, and the Lunar Bulwark spell.

Robe of the Weave

Gain +1 to spell attack rolls and Spell Save DC. When saving against a spell, the wearer also regains 1d6 health.

Found in the Ramazith Tower. Mustcomplete the puzzleto free it from Globe of Invulnerability.

Winter’s Clutches

1

When dealing Cold damage, the target has Disadvantage on Dexterity Saving Throws.

Helldusk Gloves

Gain +1 to Spell Save DC and spell attack rolls. Gain Rays of Fire spell for free as well as +1d6 Fire damage when attacking with a weapon or +1d6 Necrotic damage when attacking unarmed.

Disintegrating Nightwalkers

Gain free cast ofMisty Stepand cannot slip. Wearer cannot be Enwebbed, Ensnared, or Entangled.

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.

Ring of Free Action

Difficult Terrain does not affect you, and you cannot be Restrained or Paralyzed.

Ring of Snowburst

When dealing cold damage, create an icy surface 4.5m in circumference.

Ring of Mental Fatigue/Inhibition

When an enemy fails a Saving Throw against your spell, they have a -1 penalty to Wisdom, Intelligence, and Charisma Saving Throws for two turns.

Foundin Oliver’s house(the House in Deep Shadows) in the Shadow Cursed Lands.

Amulet of Greater Health

Increase wearer’s Constitution to 21 and give advantage on Constitution Saving Throws.

Staff Of Arcane Blessing

Bless grants an additional 1d4 toSaving Throwsand WeaponAttack Rolls, and an additional 2d4 to Spell Attack Rolls.

Found insidethe Arcane Tower’s basementas a reward for speaking with Bernard and using the Guiding Light Ring to reveal the elevator’s hidden button.

Markoheshkir

Gain +1 to Spell Save DC and spell attack rolls. Gives Arcane Battery ability to choose any spell and cast it at any level for free once per long rest. Gain Kereshka’s Favour and cast two Evocation spells of a specific type once each per short rest (includesChain Lightning).

Found in the Ramazith Tower. Mustcomplete the puzzleto free it from a Globe of Invulnerability.

Woe

Gain a +1 bonus to Spell Save DC and spell attack rolls. When a creature fails a Saving Throw against one of your spells, you regain 1d4HP. Free cast of Blight.

Hellrider Longbow

Gain a +3 bonus to initiative rolls and Advantage on Perception Ability Checks.

Sold by Ferg Drogher in Rivington.

The Control Wizard’s equipmentprimarily focuses on increasing Save DCas well as expanding upon the effects of their spells.

With all the final Act Three gear equipped, your Spell Save DC will beincreased by seven, giving a 20 Intelligence Control Wizarda Spell Save DC of 24. This means that the majority of creatures will not be able to resist your spells.

Coldbrim Hatcan also be used for this build to apply Dexterity Save debuffs on enemies for two turns. This stacks with the Winter’s Clutches gloves which may, after two turns (seven stacks of Encrusted with Frost), inflict the “Frozen” condition and incapacitate the affected creature until it is struck again.

Although this build does not use ranged weapons, we alsorecommend taking up the Hellrider Longbow.While some may say Gontr Mael is useful, it has better uses on other characters, and itsHasteability is Concentration-dependent and is undone by many of the Control Wizard’s spells.

TheHellrider Longbow will increase the Initiative roll of the Control Wizard, allowing it to move first and put up important barriers or delay certain enemies before they become a threat to your strategy.

We recommend getting it before you take off to the Devil’s Fee and House of Hope where many Act 3 pieces of gear for this build can be found (such as the Robe of the Weave and the Necklace of Greater Health - used for increasing your Concentration abilities).

8 (-1)

14 (+2)

16 (+3)

20 (+5)

12 (+1)

90~

24

Ice Storm,Haste, Slow,Hold Monster,Confusion

Feats

War Caster, Dual-Wielder, Warding Flare, Fey Ancestry, x2 Wizard Subclass Feats (Divination or Enchantment), Dual-Wielder Bonus AC

The Control Wizard’sfirst priority is to stall and set-up winning strategiesfor other team members to deal damage. While Control Wizards can certainly put the final blow on enemies with powerful destructive spells likeIce StormorCone of Cold, they should never strive to do so over supporting their allies.

A winning strategy might be castingHold Personfor a fellow melee-ally to get repeated Critical Hits in. A Control Wizard could also castConfusionto put a wrench in the enemies' strategy orHasteto give another unit the chance to shine.

As you play,remember these tips:

Overall, this squishy build is an excellent addition to any team, but itrequires active engagement and keen strategyin any fight to make the most of it.