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Magic is an incredible force inBaldur’s Gate 3, and no class exemplifies this pursuit more than wizards of the School of Conjuration. To create something from the Weave requires knowledge, skill, and dedication, and it will require those same traits to get the most out of this quirky wizard subclass.
You don’t have the same power as an Evocation wizard, and neither do you have an undead army like a Necromancer. Instead, you’re able to conjure water without spending a spell slot and never worry about losing concentration on your conjured spells. It’s not a lot, but with some clever setup, it’s more than enough.

4 plus Constitution modifier
Spellcasting Ability
Intelligence
In D&D, wizards of the School of Conjuration can create more resilient summons and conjure mundane objects at will. Things are a little different in Baldur’s Gate 3. Instead of being able to conjure anything, yourMinor Conjuration ability just allows you to Create Wateronce per short rest. And your summoned minions are no more resilient than the minions summoned by any other wizard.
However, there are a lot of really powerful Conjuration spells that you’ll be able to learn at half cost, and yourBenign Transpositionability allows you toteleport up to 30 feet. You alsocan’t lose concentration on Conjuration spells after reaching level 10, although most summons in this game aren’t concentration-based, so this ability is less useful than it initially appears.

There’s one other thing relevant with your ability to Create Water.Wet creatures are vulnerable to lightning and cold damage, improving spells and cantrips that inflict these damage types. Additionally, a target that has already had the “chilled” status that then becomes wet will instead become frozen, preventing them from taking a turn and making them vulnerable to bludgeoning, thunder, and force damage.
This build willfocus on getting the most out of your Create Waterby focusing your spells towardstaking advantage of the wet condition. You’ll also summon creatures to help out in combat and take advantage of a few concentration-based Conjuration spells.

8(-1)
14(+2)

16(+3)
10(0)

You’re a wizard, soIntelligence is by far your most important ability score. You’ll want to bring this to 20 as soon as possible, and starting at 16 gets you most of the way there.
Constitutionis yournext most importantability score. You’ll need as many hit points as you can get given how few you start with. Another 16 here gives you a decent hit point buffer.

Dexterity is at 14to give you some armor class that you can further augment with Mage Armor. You’ll be decent with a bow, but you’ll generally be better at meting out ranged damage using your cantrips.
Wisdom,Charisma, andStrength can largely be ignored. Strength is set to 8 to provide a minimum required jumping distance for a few early-game areas, Wisdom and Charisma are left at 10 to avoid negative saving throw modifiers.

Conjuration wizards are able to transcribe conjuration spells for half the price, so focus on taking the highest-level non-conjuration spells with each level up. This will save you gold in the long run, and conjuration spell scrolls are fairly easy to find.
Your first-level spells and cantrips are all in preparation for your enrollment in the School of Conjuration.Ray of FrostandShocking Graspwill deal double damage to wet creatures, as willIce Knifeand certain flavors ofChromatic Orb.Friendsis just a great cantrip to have (although you may want to avoid using it on higher difficulties), whileMage ArmorandShieldare your go-to defensive spells.Magic MissileandTasha’s Hideous Laughterare just great spells, regardless of your level.
Greaseat level two provides a bit more crowd control and the ability to turn a fieryChromatic Orbinto a conflagration.Find Familiaris your only ritual conjuration spell to use with Benign Transposition later on. Plus, you can have a fluffy friend, and who doesn’t want one of those?
At level three,Cloud of Daggersis excellent andScorching Raymight not be cold of lightning damage, but it’s just so efficient at blasting a single target that no wizard should go without it.Mage Handat level four provides another useful cantrip, whileMisty Stepand Invisibility provide yet more utility.
Lightning Boltat level five will be your splashy damage spell that should always be the follow-up to a Create Water.Counterspellprovides a use for your reaction. Haste at level six is a must-have buff, andGlyph of Wardingprovides a wide AoE attack which can deal your choice of damage type.
Conjure Minor Elementalat level four provides your first minion, andGreater Invisibilitycan get the team through some sticky situations.Dimension Doorprovides yet more mobility, andIce Stormis a great spell to cast on frozen targets for the bludgeoning damage.
Level nine bringsConjure Elemental, which can be upcast for an even more impressive Myrmidon later.Cloudkillprovides a conjuration spell that can’t be interrupted thanks to your Focused Conjuration ability. At level 10,Minor Illusionis a fun trick to have in your pocket, whileHold Monstercan trivialize some encounters.Cone of Colddoes wide-area cold damage.
Finally, level 11 bringsDisintegrateandChain Lightningto deal exceptional damage to frozen or wet targets, while Wall of Ice can deal extra damage to chilled targets.Otto’s Irresistible Dancedoesn’t have a saving throw until the turn after it’s cast, making it an incredible debuff that no wizard should ignore.
Best Races For A School Of Conjuration Wizard
Several races provide beneficial bonuses to a School of Conjuration wizard. Below we have thepotential races ranked best to worst.
Half-Elf
All the benefits of human and elf in one place. You get thelight armorandshield proficiencyof being part human, and either theskills or magic or being an elfdepending on your particular flavor.High elf ordrow provide the mostbenefits here with an additional cantrip.
Human
Humans are next best to half-elves.Light armorandshield proficiency,25 percent more carrying capacity(handy when you’re a frail wizard), and askill proficiencyof your choice.
Elf
Go high elfand you get afree cantrip. Gowood elfand you getfaster movementandStealth proficiency. Both haveDarkvision,Perceptionproficiency,advantage against being charmed,andimmunity to sleep. You also getshortbow proficiency, which can provide some useful buffs even if you never fire a shot with them.
Drow
Drow provides several spells, includingFaerie Fire,Dancing Lights, andDarkness. You also have the samecharm and sleep advantagesas regular elves,Perception proficiency, andsuper Darkvision. The weapon proficiencies aren’t particularly helpful.
Dwarf
You’ve got a few options here.Shield dwarfofferslight and medium armor,gold dwarfoffersmore hit points, but thebest is probably Duergarforadvantage against illusions, charm, and paralysis effects,Superior Darkvision, and both theEnlargeandInvisibilityspells.
Githyanki
Githyanki offers bothlightandmedium armor,Astral Knowledgefor whatever skill you need at the time, and all ofMage Hand,Enhance Leap, andMisty Step. Not bad overall.
Gnome
Forest gnomeoffersSpeak with Animals, although you’re able to get that from alchemy.Rock GnomeoffersHistory Expertise, andDeep GnomeoffersSuperior Darkvisionandadvantage on Stealth rolls. All three haveadvantage on Intelligence, Wisdom, and Charisma saving throws, which can be very helpful.
Halfling
Halfling Luckhelps avoid critical failures, but it’s not a guarantee of success. Bravery providesadvantage against being Frightened, and then you have your choice ofadvantage on Stealth rollsor against being poisoned. Both are fine.
Tiefling
Tiefling offersfire resistance,Darkvision, anda few spells, althoughthose spells aren’t the best for a wizard. Asmodeus offers Produce Flame, Hellish Rebuke, and Darkness, but you’ve already got a better cantrip in Fire Bolt and Hellish Rebuke is competing with Shield.
Half-Orc
Savage Attacksonly works with melee weapons, which you won’t be using.Relentless Enduranceis nice, but ideally, you’re staying out of direct combat.Darkvisionis fine, butIntimidation proficiencyisn’t all that useful given your lack of Charisma.
Dragonborn
You getone elemental damage resistanceanda breath weapon, which is generally worse than your spells.Don’t pick Dragonbornunless you’re looking for a challenge.
Cloak
The Lifebringer
Gain three temporary hit points for each Lightning Charge you have.
Amulet
The Protecty Sparkswall
+1 to spell save DC. Gain +1 to AC and all saving throws so long as you have Lightning Charges.
Necklace of Elemental Augmentation
Add your spellcasting modifier to the damage dealt by cantrips that deal acid, cold, fire, lightning, or thunder damage.
Ring #1
The Sparkle Hands
Successful unarmed attacks gain two Lightning Charges. When imbued with Lightning Charges, attacks against metal constructs or enemies wearing metal armor have advantage.
Ring #2
The Watersparkers
Standing in water electrifies it. If you start your turn on an electrified surface, gain three Lightning Charges.
Ring Of Absolute Force
If the wearer bears the Absolute’s Brand, all thunder damage deals an additional +1 damage. Cast Thunderwave at level one once per short rest.
Off-Hand Melee Weapon
Mourning Frost
1d6 + 1 bludgeoning damage + 1d4 cold damage. Add +1 to all cold damage dealt. Cold damage has a chance to inflict chilled condition. Cast Ray of Frost as a cantrip.
Bow of Awareness(if proficient)
None
N/A
Your early game build will attempt to buff your cold and lightning damage with the help ofLightning ChargesandMourning Frost. Lightning Charges add lightning to your spell damage, which will be doubled when the opponent is wet. The only way of charging Lightning Charges is withThe Watersparkers, so try to stand in puddles.
You canuse the Spellsparkler quarterstaff before you find Mourning Frost tomake it easier to generate Lightning Charges.
TheLifebringer,Sparkle Hands, andProtecty Sparkswallall provide benefits for having Lightning Charges, whileThe Sparkswallmakes it so you don’t electrocute yourself.
Ring of Absolute Forceadds a bit more thunder damage and lets you cast Thunderwave without using a spell slot, whileNecklace of Elemental Augmentationboosts your cold and lighting cantrips.Safeguard Shield(for those who go human or half-elf) provides some necessary AC and +1 to all saving throws, andBow of Awareness(if you went elf) gives +1 to initiative rolls.
Mourning Frostadds to your cold damage and will be your main conduit for inflicting the chilled condition. You also get to cast Ray of Frost as a cantrip, so feel free to swap your previously learned Ray of Frost for another cantrip while wielding Mourning Frost.
To get the frozen condition, your opponent must bechilled firstandthen become wet. So remember to deal cold damage with a spell before casting Create Water for Mourning Frost to freeze targets.
Hood of the Weave
+2 to spell save DC and spell attack rolls.
Cloak of the Weave
+1 to spell save DC and spell attack rolls, cast Absorb Elements once per short rest.
Robe of the Weave
+2 to AC. +1 to spell save DC and spell attack rolls. Whenever you succeed in a saving throw against a spell, regain 1d6 hit points.
Spellcrux Amulet
Replenish an expended spell slot as a bonus action once per long rest.
Quickspell Gloves
Cantrips that require an action cost a bonus action instead once per short rest.
Cast Invisibility and Blur once per long rest.
Helldusk Boots
You cannot be forcibly moved. When you fail a saving throw, use your reaction to succeed once per long rest. As a bonus action, teleport up to 60 feet once per short rest and deal 2d8 fire damage in a 10ft radius.
Ring of Absolute Force
Markoheshkir
1d6 +2 bludgeoning damage. +1 to spell save DC and spell attack rolls. Cast one spell without using a spell slot once per long rest. Cast Kereska’s Favour once per short rest.
Ketheric’s Shield(if proficient)
+2 AC, +1 to spell save DC and spell attack rolls. you’re able to use your reaction to knock a melee attacker prone unless they succeed on a Dexterity saving throw. Advantage on Dexterity saving throws.
Off-Hand Ranged Weapon
Darkfire Shortbow(if proficient)
1d6 + 2 piercing, gain resistance to fire and cold damage. Cast Haste at level three once per long rest.
Later in the game, you’ll find powerful gear that will make you want to retire the Lightning Charges and Mourning Frost.Hood of the Weave,Cloak of the Weave, andRobe of the Weavecombine to provide +4 to spell save DC and spell attack rolls, practically ensuring your spells land every time. If you went human or half-elf,Ketheric’s Shieldbumps that up to +5.
Quickspell Glovesgive you a reliable bonus action on the first round of combat, andHelldusk Bootsgive you yet another teleportation trick while also preventing you from being forcibly moved.
Spellcrux Amuletprovides a spell slot of any level once per long rest, andShifting Corpus Ringprovides both a free Invisibility and Blur. You’ll actuallykeep Ring of Absolute Forceas it adds to whatever thunder damage you deal, but feel free to replace it with whatever you prefer.
Markoheshkirprovides yet more spell attack and spell save DC, but the real draw here isKereska’s Favour. This spell can be cast in a number of different elements, including a cold version that allows you to cast Ice Storm or Cone of Cold while also influcting the “encrusted with frost” condition that can eventually freeze enemies. Its lightning version also brings back Lightning Charges and additional lightning damage.
Darkfire Shortbowis only there for fire resistance, cold resistance, and free Haste. If you’re not proficient in shortbows (which you likely aren’t), just leave your ranged slot empty to save weight.
Combat at higher levels will oftenstart with Create Waterto get your target wet,then a Ray of Frostthanks to Quickspell Gloves. On your second turn, blast the target with Chain Lightning or Cone of Cold.