Whether you're playing D&D, 168澳洲幸运5开奖网:Baldur's Gate 3, or some other RPG, you always want your skill checks to go your way. Anything that you can do to turn randomness into a sure thing is worth building into, and no൩ wizard subclass tri🐼es to tilt the scales of fate in their favor like students of the School of Enchantment.

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Enchantments are all about turning enemies into friends, slathering beasts into immobile puppies, and deadly demons into dancing fools. You can also use your mental powers to ensure your success in convincing someone to do exactly what you want. If you're ready to blow some minds, then i꧂t's ti🦹me to enroll in the School of Enchantment.
School Of Enchantment Wizard Overview
Hit Points Per Level |
4 plus Constitution modifier |
---|---|
Saving Throw Proficiencies |
Intelligence, Wisdom |
Weapon Proficiencies |
Daggers, Quarterstaves, Light Crossbows |
Armor Proficiencies |
None |
Skill Proficiencies (Choose Two) |
Arcana, History, Investigati🔥on, Insight, Medicine, Relꦯigion |
Spellcasting Ability |
Intelligence |
A School of Enchantment wizard is all about the save-or-suck spells. These spells can completely remove an enemy from combat, or they can ensure 🔜your success on certain speech checks. Being an enchanter means never needing to worry about a Charisma𝓀-based roll so long as you've got spell slots to burn.
Upon enrolling in the School of Enchantment at level two, you'll learn the Hypnotic Gaze a🌌bility. This ability can🍌 completely incapacitate a target in combat provided they fail their Wisdom saving throw. Out of combat, you'll be given advantage on dialog ability checks.
Hypnotic Gaze is more powerful in combat, so try to use it as a combat ability more than a con🐼versation ability.
At level six, Instinctive Charm gives you a reaction ability that forces an enemy to target someone else if they fail their Wisdom saving roll. It's not a bad way to force an opponent to target your tank, but it's not nearly as potent as Level 10's Split Enchantment, which lets you target two creatures with an enchantment spell even if it normally could only target one.
Split Enchantment really defines the class. Being able to cast Hold Monster on two enemies at once can totally change the balance of certain combat encounters. You won't be doing a lot of damage, however, so make sure your companions can 🅺pick up the slack.
Starting Ability Scores
Strength |
Dexterity |
Constitution |
Intelligence |
Wisdom |
Charisma |
---|---|---|---|---|---|
8(-1) |
14(+2) |
16(+3) |
16(+3) |
10(0) |
10(0) |
You can't get into someone else's head without being smarter than they are. Intelligence is at 16 to ensure a +3 to your spell save DC. We'll be maxinꦛg this out at 20 as soo🍸n as possible to make sure your enchantment spells land.
Constitution is also at 16 to provide a decent hit point buffer and to ensure your concentration spells don't immediately fail as soon as you take damage. Dexterity is at 14 to provide some additional armor class alongside Mage Armorꦑ. You'll be decent with ಌa bow, but you should use cantrips like Fire Bolt for ranged damage.
Strength, Wisdom, and Charisma can all be largely ignored. Strength is at 8 to provide a minimum jumping distance required for certain parts of the game, but you can augment that with Enhance Leap as necessary. Charisma and Wisdom ar🌜e at 10 just to avoid negative modifiers on saving throws.
Leveling The Build And Spell Choices
Enchantment wizards are able to transcribe enchantment spells for half the price, so focus on taking the highest-level non-enchantment spells with each leve🙈l up. This will save you gold in the long run, and enchantment spell scrolls are fairly easy to find.
The build focuses on making your spell save DC as high as possible, and as such, will focus on spells that require opponents to make saving throws. Tasha's Hideous Laughter is one of the better ones at level one, and Charm Person is useful throughout your playthrough to charm unsuspecting NPCs (and should be used over Hypnotic Gaze wherever possible). Magic Missile doesn't require an attack roll, making it an excellent source of guaranteed damage, and Shield and Mage Armor provide useful defenses.
Fire Bolt might seem an odd choice given the focus on saving throw spells, but there's just no denying the usefulness of being able to light fires at will. Friends is a great way to save yourself from spending a spell slot on Charm Person in the early game, and M📖age Hand is helpful for several side quests.
To help with damage, level two brings Thunderwave and Ice Knife, both spells requiring a save and dealing out excellent damage that scales. At level three, Hold Person provides yet another excellent save-or-suck spell, and Scorching Ray is just an excellent damage spell thꦦat every wizard should take.
Level four brings Poison Spray as a cantrip to use at close range, while Misty Step and Invisibility are two utility spells that no wizard should be without. Fireball and Counterspell are likewise two must-have spells at level five, while Haste and Glyph of Warding arrive at level six.
Level seven brings Conjure Minor Elemental to increase your damage output and Confusion for AoE crowd control. Banishment might not be an enchantment spell, but it's an excellent spell with a saving throw that can turn the tide of battle. Dimension Door is more for convenience than anything else.
At level nine, grab Hold Monster and Dominate Person. These two spells will form the core of your high-level enchantments and should be used against bosses and high-level threats. Level 10 brings Conjure Elemental, another great way to boost your damage in longer fights, and Cone of Cold for cases where your enemies fill a cone. Minor Illusion is a fun cantrip🍸 to have, but you can replace it wit♑h whatever you prefer.
Level 11 brings Otto's Irresistible Dance and Disintegrate, while Chain Lightning and Flesh to Stone round out your spells at level 12. Level 12 also brings the Warcaster feat, which helps you maintain your concentration on spells like Otto's Irresistible Dance and Dominate Person.

Best Races For A School Of Enchantment Wizard
Several races provide beneficial bonuses to a School of Enchantment wizard. Below we have the potential races ranked best to worst.
Half-Elf |
All the benefits of human and elf in one place. You get the light armor and shield proficiency of being part human, and either the skills or magic or being an elf depending on your particular flavor. High elf or drow provide the most benefits here with additional spells. |
---|---|
Human |
Humans are next best to half-elves. Light armor and shield proficiency, 25 percent more carrying capacity (handy when you're a frail wizard), and a skill proficiency of your choice. |
Elf |
Go high elf and you get a free cantrip. Go wood elf and you get faster movement and Stealth proficiency. Both have Darkvision, Perception proficiency, advantage against being charmed, and immunity to sleep. You also get shortbow proficiency, which can provide some us💙eful buffsꦏ even if you never fire a shot with them. |
Drow |
Drow provides several spells, including Faerie Fire, Dancing Lights, and Darkness. You also have the same charm and sleep advantages as regular elves, Perception proficiency, and super Darkvision. The weapoওn proficiencies aren't particularly helpful. |
Dwarf |
You've got a few options here. Shield dwarf offers light and medium armor, gold dwarf offers more hit points, but the best is probably Duergar for advantage against illusions, charm, and paralysis effects, Superior Darkvision, and both the Enlarge and Invisibility spells. |
Githyanki |
Githyanki offers both light and medium armor, Astral Knowledge for whatever skill you need at the time, and all of Mage Hand, Enhance Leap, and Misty Step. Not bad overall. |
Gnome |
Forest gnome offers Speak with Animals, although you can get that from alchemy. Rock Gnome offers History Expertise, and Deep Gnome offers Superior Darkvision and advantage on Stealth rolls. All three have advantage on Intelligence, Wisdom, and Charisma saving throws, which can be very helpful. |
Halfling |
Halfling Luck helps avoid critical failures, but it's not a guarantee of success. Bravery provides advantage against being Frightened, and then you have your choice of advantage on Stealth rolls or against being poisoned. Both are fine. |
Tiefling |
Tiefling offers fire resistance, Darkvision, and a few spells, although those spells aren't the best for a wizard. Asmodeus offers Produce Flame, Hellish Rebuke, and Darkness, but you've already got a better ca🔯ntrip in Fire Bolt and Hellish Rebuke is competing with Shield. |
Half-Orc |
Savage Attacks only works with melee weapons, which you won't be using. Relentless Endurance is nice, but ideally, you're staying out of direct combat. Darkvision is fine, but Intimidation proficiency isn't alꦉl th𒈔at useful given your lack of Charisma. |
Dragonborn |
You get one elemental damage resistance and a breath weapon, which is generally worse than your spells. Don't pick Dragonborn unless you're looking for a challenge. |

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Early Game Equipment Build For School Of Enchantment Wizard
It's hard to raise your spell save DC at early levels, but this build manages to increase it by three so long as you're in shade thanks to the Shadespell Circlet. Melf's First Staff adds to both spell save DC and spell attack rolls, and The Protecty Sparkswall is there mostly for the additional spell save DC. That said, the build suggests The Watersparkers and The Sparkswall to gain a little m🏅ore armor class whenever you stand in water.
Daredevil Gloves add to spell attack rolls, but that at least makes your Fire Bolt a little more accurate. Pearl of Power provides you with a spell slot, and Ring of Protection adds to saving throws and armor class. If you have shield proficiency (which you should if you chose half-elf as your race), then the Safeguard Shield adds more armor and +1 to all saving throws.
Bow of Awareness is there strictly to provide an additional +1 to initiative rolls. If yo🔥u're not proficient due to not picking elf or half-elf as your race, you can just l🐼eave this slot empty to save weight.
Early bosses should be hit with Tasha's Hideous Laughter or Hold Person, while the rest of your party deals damage.

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Late Game Equipment Build For School Of Enchantment Wizard
Once we reach the late game, the Cloak, Hood, and Robe of the Weave provide a massive bonus to spell save DC, which the Helldusk Gloves and Markoheshkir further enha꧒nce. They do other things too; Cloak of the Weave lets you cast Absorb Elements, and Helldusk Gloves comes with a free Scorching Ray, but we only really care 🔴about boosting that sweet spell save DC.
For jewelry, the Orphic Ring gives us a free Confusion, and Ring of Protection remains from the early build to add a bit more protection. Spellcrux Amulet is way better than the Pearl of Power and is a strict upgrade. Helldusk Boots don't add to your AC or spell save DC, but they do give you a bonus-action telepo🐟rt and♋ can help you succeed on any saving throw you fail.
Shield-proficient players will benefit from Ketheric's Shield for yet more spell save DC, and bow-proficient players will gain both fire and cold resistance as well as a free Haste from the Darkfire Shortbow. Oꦜf the two, Ketheric's Shield will probably help the most, so it's best to go with human or half-elf as your race.
Late-game combat encounters will likely start with either Hold Monster or Dominate Person and then follow that up with either Conjure Elemental 🍸(for longer encounters) or Disinteg✨rate (for shorter ones).

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