Learn about the Wizard class in Pillars of Eternity II: Deadfire, including spellcasting, Grimoires, schools of magic, and subclasses like Conjurer and Evoker.
Walkthrough
- 1Wizards select one 1st-level spell at character creation and can learn a new spell whenever they are able to select a new ability.
- 2These learned spells can be cast freely up to the per-encounter maximum.
- 3To cast spells not learned, Wizards must equip a Grimoire.
- 4Wizards can equip one Grimoire in a dedicated slot and cast spells from it.
- 5A Wizard cannot cast a spell whose level is higher than the maximum level of a spell they could learn. For example, a 7th-level Wizard can cast a 4th-level spell from a grimoire but not a 5th-level one.
- 6You can swap between equipped grimoires (backups go in the quick use slots) at the cost of being unable to cast spells for 2 seconds.
- 7While some spells can only be cast from grimoires, all spells can be found in at least one grimoire.
Schools of Magic:
- There are five schools: Conjuration, Enchantment, Evocation, Illusion, and Transmutation.
- Specialist Wizards can cast spells from allied schools with a modest Recovery penalty but cannot learn or cast spells from opposed schools, including those inscribed in grimoires.
Wizard Subclasses:
- Conjurer: Specializes in Conjuration. Gains +2 PL when casting Conjuration spells, learns Conjure Familiar. Has increased Recovery time when casting Enchantment and Transmutation spells. Unable to cast Evocation and Illusion spells.
- Enchanter: Specializes in Enchantment. Gains +2 PL when casting Enchantment spells, gains the Free Action passive ability. Has increased Recovery time when casting Conjuration and Evocation spells. Unable to cast Illusion and Transmutation spells.
- Evoker: Specializes in Evocation. Gains +2 PL when casting Evocation spells. Has a 15% chance of Evocation spells applying their effects twice. Has increased Recovery time when casting Enchantment and Illusion spells. Unable to cast Conjuration and Transmutation spells.
- Illusionist: Specializes in Illusion. Gains +2 PL when casting Illusion spells. Gains the effects of Mirrored Image when struck in combat (1/encounter). Has increased Recovery time when casting Evocation and Transmutation spells. Unable to cast Conjuration and Enchantment spells.
- Transmuter: Specializes in Transmutation. Gains +2 PL when casting Transmutation spells, learns Form of the Fearsome Brute. Has increased Recovery time when casting Conjuration and Illusion spells. Unable to cast Enchantment and Evocation spells.
- Blood Mage: Uses Health to power magic. Gains +1 Health / 6s, gains the Blood Sacrifice ability. Unable to Empower abilities. Has -15 Defence against attackers that are Bloodied or below.
Forbidden Spells by Specialization:
- Level 1:
- Conjurer: Cannot cast Arkemyr's Dazzling Lights, Fan of Flames, Minoletta's Minor Missiles, Thrust of Tattered Veils, Wizard's Double.
- Enchanter: Cannot cast Chill Fog, Jolting Touch, Slicken, Wizard's Double.
- Evoker: Cannot cast Concelhaut's Parasitic Staff, Ghost Blades, Jolting Touch, Slicken.
- Illusionist: Cannot cast Arcane Assault, Eldritch Aim, Fleet Feet, Spirit Shield.
- Transmuter: Cannot cast Arcane Assault, Eldritch Aim, Fan of Flames, Fleet Feet, Minoletta's Minor Missiles, Spirit Shield, Thrust of Tattered Veils.
- Level 2:
- Conjurer: Cannot cast Bewildering Spectacle, Concelahut's Draining Missiles, Curse of Blackened Sight, Miasma of Dull-Mindedness, Mirrored Image, Ray of Fire, Rolling Flame.
- Enchanter: Cannot cast Bewildering Spectacle, Combusting Wounds, Concelhaut's Corrosive Siphon, Curse of Blackened Sight, Fetid Caress, Grimoire Slam, Miasma of Dull-Mindedness, Mirrored Image.
- Evoker: Cannot cast Arcane Veil, Binding Web, Combusting Wounds, Concelhaut's Corrosive Siphon, Fetid Caress, Grimoire Slam, Necrotic Lance.
- Illusionist: Cannot cast Arcane Veil, Binding Web, Bulwark Against the Elements, Infuse With Vital Essence, Merciless Gaze, Necrotic Lance.
- Transmuter: Cannot cast Bulwark Against the Elements, Concelahut's Draining Missiles, Infuse With Vital Essence, Merciless Gaze, Ray of Fire, Rolling Flame.
- Level 3:
- Conjurer: Cannot cast Crackling Bolt, Fireball, Llengrath's Displaced Image, Minoletta's Bounding Missiles, Ninagauth's Death Ray, Ryngrim's Repulsive Visage.
- Enchanter: Cannot cast Arcane Dampener, Arduous Delay of Motion, Concelhaut's Draining Touch, Llengrath's Displaced Image, Noxious Burst, Ryngrim's Repulsive Visage.
- Evoker: Cannot cast Arcane Dampener, Arduous Delay of Motion, Concelhaut's Draining Touch, Kalakoth's Minor Blights, Noxious Burst.
- Illusionist: Cannot cast Deleterious Alacrity of Motion, Expose Vulnerabilities, Kalakoth's Minor Blights.
- Transmuter: Cannot cast Crackling Bolt, Deleterious Alacrity of Motion, Expose Vulnerabilities, Fireball, Minoletta's Bounding Missiles, Ninagauth's Death Ray.
- Level 4:
- Conjurer: Cannot cast Confusion, Flame Shield, Minoletta's Concussive Missiles, Ninagauth's Shadowflame.
- Enchanter: Cannot cast Confusion, Dimensional Shift, Nannasin's Cobra Strike, Pull of Eora.
- Evoker: Cannot cast Arcane Veil, Binding Web, Combusting Wounds, Concelhaut's Corrosive Siphon, Fetid Caress, Grimoire Slam, Necrotic Lance.
- Illusionist: Cannot cast Arcane Veil, Binding Web, Bulwark Against the Elements, Infuse With Vital Essence, Merciless Gaze, Necrotic Lance.
- Transmuter: Cannot cast Bulwark Against the Elements, Concelahut's Draining Missiles, Infuse With Vital Essence, Merciless Gaze, Ray of Fire, Rolling Flame.
Tips
- Wizards have low Health and Fortitude, making them vulnerable to direct damage.
- Their high Will defense makes them resistant to mental effects.
- Consider the spell restrictions of subclasses when planning your build.
- Grimoires offer a way to access spells outside your learned repertoire, but with level limitations.
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