This guide covers the Court Mage Wizard build for Solasta 2, optimized for the 2024 D&D 5e Ruleset in Early Access development. The Court Mage returns from Solasta 1 and focuses on the “Tank Wizard” playstyle, giving party-wide buffs and emphasizing high survivability.

Unlike traditional spellcasters, the Court Mage features two features that make them more durable than other Wizard subclasses: Always Prepared and Spell Shield. Always prepared allows you to equip a shield while Spell Shield allows you to create a shield around yourself or a friendly ally, giving them Temporary HP. Both of these help the Court Mage excel in Early Access where survivability is critical since you only get level 2 spell slots (no Fireball yet).
Utilizing higher Dexterity Score, plus a Shield, you can easily sit at 19 Armor Class with Mage Armor active. That gives you as much AC early as heavy armor build with high initiative. Therefore, consider rolling this Subclass Wizard build if you want something more survivable or your party is struggling with survivability in general.
Note: Some names and values reflect Solasta 2 Early Access conventions and 2024 SRD structure. Where Solasta 2 may later tweak values, the logic and priorities of the build remain valid. If you are familiar with Baldur’s Gate 3 combat, Solasta 2 will play similarly but differently with an updated rules (2024) system. Therefore, don’t expect an exact experience from that previous game.
Solasta 2 Early Access Build Context
- Party size (4 characters)
- Early Access level cap (1–4)
- Multiclassing confirmed
- Based on SRD 5e ruleset 2024 (different than BG3)
- Full release expected to reach level 10
- Subclasses unlocked at level 3 across all classes
- Ancestry vs. Origin: The 2024 rules shifted Ability Score bonuses from “Race” to “Background.”
- Origin Feat: You now gain a feat based on your Background selection (character creation)
- Ability Score: Ability Score increases +1 and +2 come from your Background not Ancestry (species formerly race).
- Weapon Mastery: a new mechanic for martial builds
Solasta 2 Court Mage Wizard Build Overview
| Category | Selection(s) |
|---|---|
| Class | Wizard |
| Subclass | Court Mage (Level 3) |
| Skills Proficiencies | Choose 2 at Character Creation |
| Primary Ability Score | Intelligence |
| Hit Die | D6 |
| Saving Throw | Intelligence, Wisdom |
| Armour Proficiency | Light (level 3) |
| Weapon Proficiency | Simple, Shield (level 3) |
| Class Features | Spellcasting, Ritual Adept |
| Equipment | Wizard Outfit, Quarterstaff, Throwing Dagger |
Why Use The Court Mage Wizard Build in Early Access
With the max level of the initial phase in Early Access (EA) being four, survivability is key. Wizards and spellcasters won’t be able to reach ultra-powerful area spells like Fireball, therefore, have a much lower damage ceiling. This is why the Court Mage shines, because it emphasizes not only survivability but group utility.
The Court Mage is unlocked at level 3, immediately granting a Spell Shield that provides massive temporary HP to you and an ally. This provides a safety net that most other classes lack during the early game’s highest difficulty spikes. Additionally, with the Criminal Background and Alert feat, you are likely to go first or second in combat order. This prevents you from being stunned or killed outright before a turn. That means you can drop a Sleep or Web spell to control the battlefield on turn one, or buff an ally who’s charging into melee range.
Court Mage Wizard Pros & Cons
| Court Mage Wizard pros | Court Mage Wizard cons |
|---|---|
| High AC: Access to physical shields and the Shield spell. | Resource Intensive: Spell Shield uses an action and limited charges. |
| Party Support: Grants temporary HP to allies. | Lower DPS: Lacks the raw damage bonuses of an Evocation Wizard. |
| Group Utility: Through spells help support party | Cloth Dependency: Vulnerable if caught without Mage Armor active. |
Court Mage Wizard Character Creation
| Category | Selection(s) |
|---|---|
| Class | Wizard |
| Subclass | Court Mage (Level 3) |
| Ancestry (Race) | High Elf |
| Background | Acolyte |
| Ability Score | STR 10 DEX 14 CON 14 INT 17 WIS 10 CHA 10 |
| Origin Feat | Magic Initiate Cleric |
| Skills | Arcana, Investigation |
| Elf Ancestry Bonus | Perception |
| Language | Elvish, Draconic |
Class
Wizard: You gain the Scholar feature at level 2, granting advantage on specific Intelligence skills.
Saving Throws
Intelligence & Wisdom. These protect you against mind-altering effects and ensure your spells are difficult to resist.
Armor & Weapon Proficiencies
At level one, you will have access to simple weapons and no armor proficiency. After level 3, once you select Court Mage subclass, then you can use shields and light armor.
Subclass

This build uses the Court Mage subclass with the following features unlocked at level 3:
- Always Prepared: You gain proficiency with Shields. Additionally you gain the Shielding Fighting Style, allowing you to use your reaction while wearing a shield to give an ally within 5′ of you that’s being attacked +2 bonus AC until the the start of their next turn.
- Spell Shield: You can use an action to create a powerful spell shield around yourself and a friendly creature you can see within range.
- A spell shield has a hit point maximum equal to three times your wizard level. Whenever a creature under the effect of Spell Shield takes damage, the shield takes the damage instead. If this damage reduces the shield to 0 hit points, it disappears and the creature take any remaining damage.
- The spell shield also disappears after 10 minutes or when you use this feature again.
- You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
The Court Mage subclass is unique to Solasta universe and returns from Solasta 2 and is updated for the new DnD 2024 ruleset. All subclasses in Solasta II are unlocked at level 3, standardizing early progression across classes. Subclass features typically define your combat role, resource usage, and additional effects, actions, or spells.
Best Ancestry (Race / Species)
High Elf is the best Ancestry for the Wizard because you get Darkvision, mobility, extra spells, and help against crowd control. Below is what you unlock with a High Elf:
- Ancestral Vigor: Advantage on saves against being Charmed and immune to magical Sleep.
- Darkvision: See in the dark up to 60ft (no disadvantage on attacks in low light).
- Fey Ancestry: You have advantage on saving throws you make to avoid or end the charmed condition.
- Keen Senses: You have proficiency in the Insight, Perception, or Survival skill.
- Trace: Magic can’t put you to sleep, and you retain consciousness during lost rest.
- Longstrider Spell (level 3): add 10 feet to movement per turn (stacks with Expeditious Retreat for incredible mobility).
- Extra Cantrip (level 1): take an extra cantrip if you already have Fire Bolt.
The secondary choice is the Human Ancestry because of the extra Origin Feat and Resourcefulness. However, the feat isn’t as useful on a Wizard as a Sorcerer, so it’s better to stick with the Elf.
Ancestry in Solasta 2 provides passive bonuses, traits, and sometimes unique movement or sensory advantages. Under the 2024 SRD, ability score increases are no longer locked to ancestry, making race selection more about utility, survivability, and synergy rather than raw stats.
Background
The Acolyte is the best background for a Wizard because of its access to the Cleric’s spells, cantrip, and it allows you to increase Intelligence and Constitution. At character creation, the Acolyte Background grants:
- Description: You were found as a baby in front of the Colwall orphanage.
- Improved Ability Score: CON, INT, WIS.
- Skills: Religion, Medicine
- Recommended Personality: Caregiver
- Origin Feat: Magic Initiate (Cleric) – Choose 2 Cantrips and one 1st-level spell.
- Mastered Tool: Herbalism Kit.
- Equipment: Holy Symbol, Vestments, Potion Making Starter Pack, 15 Gold Pieces.
The secondary choice for backgrounds on a Wizard is Academic because it grants the “Sage” personality if your story is more important than combat performance.
Backgrounds in the Solasta II provide skill proficiencies, ability score improvements, and your Origin Feat. Rather than being purely narrative, backgrounds now play a direct role in mechanical identity. The three scores listed above indicate which ability scores can be improved. You can do one +1 and another +2.
Origin Feat
Magic Initiative Cleric is the best Origin Feat for the Wizard because of Guiding Bolt spell. 4d6 Radiant damage is by far the highest burst DPS spell in Early Access. Plus, the spell scales in effectiveness off of your Intelligence, so you only need to stack one ability not multiple. A secondary choice is Quick for extra movement.
Origin Feats are a cornerstone of the 2024 ruleset and are granted through your background. These feats provide early mechanical identity and often influence how a build plays from level 1 onward.
Skills
The Arcana and Investigation are the best skills for a Wizard to unlock because they help with identifying magic and scribing scrolls. Also, this build utilizes high Dexterity, and therefore, you can consider Stealth, Sleight of Hand, and Acrobatics as good skills to take in character creation.
Skills determine your effectiveness outside of direct combat, including dialogue, exploration, and environmental interaction. Most builds should focus on a small number of key skills rather than spreading proficiency too thin.
Ability Scores
| Ability | Score | Reason |
|---|---|---|
| Strength | 10 | Not needed, but even to make AS work. |
| Dexterity | 14 | Essential for your AC while wearing clothing. |
| Constitution | 14 | Vital for your HP pool and Concentration checks. |
| Intelligence | 17 | Your primary stat. It determines your Spell Save DC and spell attack bonus |
| Wisdom | 10 | Baseline for Perception and Wisdom saving throws against mind control. |
| Charisma | 10 | Baseline for Charisma checks. |
The most important ability score for the Court Mage Wizard build is Intelligence because it scales your spell damage and spell saves. Second is Dexterity which increases your AC and initiative roll. High DEX combined with a shield and Mage Armor gives you incredible survivability early when you cannot rely on spells. Lastly, Constitution should be increased for more health and also holding concentration to prevent spells from breaking (losing the effect).
Note: we assume you plan on a Casting Virtuoso feat at level 4. This gives you a +1 in INT but more importantly allows you to cast spells with a shield equipped. Thus, it’s almost mandatory to make this build work.
Another point to consider is Multiclassing which requires a certain stat threshold (13) to change into that class. Thus, if you wanted to go with three Wizard and one Fighter levels, you would need higher Strength. Since the game only goes to level 4, this is often a waste because your major power spikes typically come at level 4.
Stat Priority (Quick Reference)
- Intelligence – Spell damage, accuracy
- Dexterity –AC, initiative
- Constitution – HP, concentration
- Everything else is non-essential
Ability scores in Solasta 2 determine nearly every core mechanic: attack accuracy, damage, spell effectiveness, defenses, and skill success. Under the 2024 ruleset, your primary stat directly fuels your class’s core actions, while secondary stats improve survivability and utility. Also, remember, Backgrounds now provide your Ability Score Increases (ASI). You no longer get them from your Ancestry (Race).
Court Mage Wizard Level Progression 1-4 (Early Access)
| Level | Choice |
|---|---|
| 1 | Cantrips: Fire Bolt, Light, Shadow Armor, Ray of Frost, Spare the Dying, Divine Shield Spells: Mage Armor, Magic Missile, Expeditious Retreat, Thunderwave, Shield, Sleep, Guiding Bolt |
| 2 | Spells: Burning Hands, Comprehend Languages |
| 3 | Spells: Scorching Ray, Hold Person Subclass: Court Mage |
| 4 | Feat: Casting Virtuoso |
This section explains what changes at each level and how your build’s role evolves as new features unlock.
- Level 1: Core class features (e.g., Rage, Spellcasting, Weapon Mastery).
- Level 2: Tactical upgrades (e.g., Cunning Action, Combat Styles).
- Level 3: Subclass Choice. This is where the build “comes online.”
- Level 4: General Feat. Choose a feat that grants +1 to your Primary Stat or Ability Score Improvement (ASI)
Level 1
At level one, the Wizard selects many different cantrips, spells, and other features unlock. Below is our recommended selections:
Ritual Adept (class feature): you can cast any ritual spell in your playbook and you don’t need to have prepared that spell.
Cantrip Selections
- Fire Bolt: On hit, deals 1d10 Fire Damage uses an action and a Somatic verbal spell. This is your easy fire damage source that can hit hard on a good dice roll. Make sure to look at the enemies portrait and make sure they aren’t resistant or immune to fire before casting.
- Light: Create a light source on the target for one hour. This is a must have spell for Human ancestry since you do not possess Darkvision.
- Shadow Armor: Grants you 3 temporary hit points for 1 minute using an action. This is a decent buff in the early game when you have no other action to use and lack spellslots. You can also pre-cast this before combat for a small boost in your overall HP.
- Ray of Frost (High Elf Feature): On hit, deals 1d8 Cold damage and the target is hindered, until the start of your next turn. Speed is reduced by 10 feet (1/3), and it’s a great cantrip to prevent melee damage dealers from reaching you.
- Spare the Dying (Magic Initiative Cleric): Stabilizes a target so they don’t permanently die. Great for using on companions to keep them from perma death.
- Divine Shield (Magic Initiative Cleric): Grants target 1d8 temporary hit points for one round. Helpful defensive cantrip when you need an extra boost to HP.
Spell Selection
- Mage Armor: Sets your Armor Class to 13 plus your Dexterity Modifier. At 16 Dexterity with Mage Armor, you’ll have much AC as Heavy! You must pre-cast this before combat and after every long rest which can be annoying to remember.
- Magic Missile: Creates 3 darts of magical force, each dealing 1d4+1 Force damage. You can upcast this level 1 spell for +1 dart per spell slot over level 1. Helpful because the spell has a 100% chance to hit, it can hit up to three enemies, and a huge 120 feet distance range. Use when you need a high percentage low damage hit on one or more targets.
- Expeditious Retreat: Using a bonus action, cast on self allowing you to use dash as a bonus action for 10 minutes. This is a super powerful mobility spell that gives you bonus action utility. Longstrider is another good spell in this spot if you have bonus action usage due to your build and class.
- Thunderwave: deals 2d8 thunder damage and pushes targets away 10 feet. This is helpful for knock backs to create space, and terrain instant kills or damage from falling.
- Shield: When you are hit by an attack, grants +5 Armor Class (AC) until the start of your next turn. You can use this as a reaction for one round. This spell is powerful boost to AC when you get attacked. It’s a somatic and verbal spell, so you need one hand free to cast this. Before ending your turn, make sure you are set to your back weapon with one hand free otherwise this won’t trigger for you. If you forget and it
- Sleep: Each creature within a 5ft sphere that fails a Wisdom save becomes incapacitated until the end of their next turn. Then they repeat the save, calling asleep on failure. The spell ends if they take damage or are woken up.
- Guiding Bolt (Magic Initiate Cleric): 120 ft range, 4d6 radiant damage that grants advantage on the next attack roll made against target. This is the highest damage spell in the early game and it provides advantage, making it literally the best ranged DPS spell regardless of class.
Remember that you can swap in and out prepared spells outside of combat.
Level 2
At level two, you gain access to another two spells. Below is our suggestion:
- Burning Hands: Deals 3d6 fire damage and half on a dexterity save. Can set enemy on fire. This is your in melee range damage spell. It solves a problem of the Rogue which is AOE and is perfect to shred multiple close range enemies.
- Comprehend Languages: you understand any spoke or written languages you see or hear for one hour. This is a ritual spell. Helpful for exploring and dialogue plus it can be cast without a spell slot on Wizards.
Level 3
Subclass Features: Always Prepared (Shield proficiency) and Spell Shield.
Spell Shield: As an action, you grant yourself and an ally within 30′ temporary HP equal to 5x your Wizard level (15 HP at this level).
- Always Prepared: You gain proficiency with Shields. Additionally you gain the Shielding Fighting Style, allowing you to use your reaction while wearing a shield to give an ally within 5′ of you that’s being attacked +2 bonus AC until the the start of their next turn.
- Spell Shield: You can use an action to create a powerful spell shield around yourself and a friendly creature you can see within range.
- A spell shield has a hit point maximum equal to three times your wizard level. Whenever a creature under the effect of Spell Shield takes damage, the shield takes the damage instead. If this damage reduces the shield to 0 hit points, it disappears and the creature take any remaining damage.
- The spell shield also disappears after 10 minutes or when you use this feature again.
- You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
Spells Selected
- Scorching Ray: range 120 ft, 3 enemies, creates 3 rays of fire each dealing 2d6 fire damage. This acts as a better magic missile with lower percentage chance to hit, but much higher damage. You can use it single target or against three targets for multi-kills.
- Hold Person: 1 enemy within 60 feet is held paralyzed and negated by a wisdom save. The target repeats this action and it requires you to maintain concent
Level 4
At level four, its best to take the Casting Virtuoso feat to optimize your spellcasting potential. Here’s what it does:
- Ability Score Increase: +1 to Intelligence, Wisdom, or Charisma.
- Somatic Components: you can perform the Somatic component of spells even when you have weapons or shield in one or both hands.
- Casting in Melee: Being within 5ft of an enemy doesn’t impose disadvantage on your ranged attack rolls with spells.
- Hard to Counter: You have advantage on your saving throws against Counterspells.
The TLDR is, now you can cast spells without needing a free hand. From this point, you can go tank one hand and shield. You want to increase your Intelligence too at this point, giving you great damage with weapons or with spells.
Court Mage Wizard Future Scaling & Level 5–10 Roadmap
At level 5 you gain level 3 spell slots for a massive boost to your overall damage. You can also unlock Counterspell, core to the gameplay of this build. At level 6, you gain Counterspell Mastery, granting Advantage on checks to shut down enemy spells. At level 10, Improved Spell Shield grants allies Advantage on all saving throws against magic.
This roadmap outlines how the build transitions from early stability into mid-game power.
- Level 5: This is a good chance to either get a major power spike, or multiclass into something else. The Ranger is a strong choice, however, there are only six classes at launch and Ranger isn’t one of them.
- Level 8: Second General Feat (aim to max your Primary Stat to 20).
- Level 10: Max level for Solatsa 2.
Court Mage Wizard Multiclass Options & Synergies

The Court Mage Wizard build can benefit from Multiclassing into a Fighter or a Battle Cleric. Each of these grants additional armor and weapon proficiencies along with better ways to improve survival. However, your ability scores must be changed in order to multiclass, and you lose out on a Feat +2 intelligence. Therefore, it’s not worth the cost gaining extra armor choices when you can have high AC with Mage Armor and clothing.
In Solasta 2, you can multiclass your builds. Multiclassing requires a 13 in the primary stat of both classes. Because subclasses start at Level 3, “dipping” is less common for subclass features but remains strong for Level 1 proficiencies or Weapon Masteries.
Combat Tactics & Playstyle
This section is a work in progress and will be updated once gameplay and testing begin.
Recommended Gear (Early Access)
Early placeholder until we can find all the gear, weapons, and armor in Early Access.
| Slot | Equipment | Effect |
|---|---|---|
| Main Hand | Quarterstaff | 1D6 Bludgeoning |
| Off-Hand | Free | (need to cast spells) |
| Secondary | Any | – |
| Head | ||
| Cape | ||
| Chest | Wizard Clothing (Cloth) | |
| Necklace | ||
| Bracers | ||
| Belt | ||
| Ring 1 | ||
| Ring 2 | ||
| Gloves | ||
| Boots | ||
| Utility Slot 1 | Lantern | Source of light |
| Utility Slot 2 | Potion of Healing | Heal 2d4 +2 |
| Utility Slot 3 | Scroll | Any spellcasting scroll |
Best Party Composition & Companion Synergy
In Solasta 2, your party consist of four pre-made characters. The best party to complement your Wizard is the following:
- Support: The Life Cleric is your choice here for healing with good action economy. Plus Guiding Bolt gives them great damage early.
- Utility: The Scavenger Rogue is the simplest and effective way to play the Rogue and helps do high DEX task like sneak, stealth, picklocks, and detect traps.
- Melee DPS: select the Charisma based Paladin as either a two-handed burst melee build, or a one hand and shield tank. Either way, you need a Charisma character to round out your skills (Dex, Wis, Int).
Ideally, you don’t want to bring in another spellcaster like a Sorcerer as it will be redundant.
Changelog & Build Updates
- v1.0.1 – March 9, 2026 – Updated for Early Access, edited character creation, background, level progression, added gear chart.
- v1.0 – January 13, 2026: Created (Pre-Alpha)
More Powerful Solasta 2 Builds!
Check out our complete list of powerful Solasta 2 builds to start your next adventure!
- Best Solasta 2 Builds List
- Battle Domain Cleric Build
- Life Domain Cleric Build
- Oblivion Domain Cleric Build
- Aether Warden Fighter Build
- Commander Fighter Build
- Oath Of Judgement Paladin Build
- Oath Of Liberation Paladin Build
- Scavenger Rogue Build
- Shadowcaster Rogue Build
- Mana Painter Sorcerer Build
- Star Child Sorcerer Build
- Court Mage Wizard Build
- School Of Ruin Wizard Build



