Solasta 2 Wizard Guides

Wizard Builds & Guides | Solasta 2

Welcome to the Wizard Builds & Guides Page for Solasta II. From here, you can find powerful builds for each subclass of the Wizard, as well as a comprehensive overview of all Wizard Class & Subclass Features.

Please note this page is currently a Work in Progress and will be continuously updated as more information about Solasta II becomes available.

Table of Contents


Wizard Builds Solasta 2

Here you will find a selection of powerful builds for the Wizard in Solasta II. We aim to have one build for each subclass.


Wizard Class Guide Solasta 2

Here you will find a comprehensive breakdown of the Wizard Class in Solasta II, including all innate Proficiencies, Actions and Passives, and what you can expect to unlock at each Wizard Level.


Wizard Starting Features

Here is a list of what your Wizard can do at the start of the game in Solasta II:

  • Weapon Proficiencies – Daggers, Darts, Quarterstaves, Light Crossbows
  • Armour Proficiencies – None
  • Saving Throw Proficiencies – Intelligence & Wisdom
  • Skill Proficiencies – Choose 2 from Arcana, History, Insight, Investigation, Medicine, Religion
  • Spellcasting – You can cast spells and cantrips from the Wizard spell list. You will unlock more powerful spells as you level up.
  • Ritual Casting – You can cast a spell as a ritual if it has the ritual tag and you have it in your spellbook. The spell doesn’t need to be prepared.
  • Magical Crafting – You can scribe magic scrolls and use enchanting equipment.

Wizard Higher Level Features

Below is an explanation of what your Wizard will unlock at each level in Solasta II.

Level 2

Arcane Recovery

  • When you complete a Short Rest, recover expended spell slots numbering half your Wizard Level (rounded up), up to Sixth Level Spell Slots.
  • Only once per Long Rest.

Scholar

  • Gain Expertise in Arcana, History, Investigation, Medicine, Nature, or Religion.
  • Doubles your Proficiency Bonus for the chosen Skill.

Level 4

Feat

  • Select a Feat or improve an Ability.

Level 8

Feat

  • Select a Feat or improve an Ability.

Level 12

Feat

  • Select a Feat or improve an Ability.

Wizard Subclasses Solasta 2

Here, you will find an overview of all Wizard subclasses in Solasta II, detailing what extra features will be added to the basic Wizard class outlined above.


Court Mage

Court Mages focus on protecting their allies, granting them powerful damage shields.

Level 3

Always Prepared

  • You gain Proficiency with Shields.
  • You gain the Protection Fighting Style.
    • When a nearby ally is attacked, use your Reaction to give them +2 Armour Class until the start of their next turn.

Solasta 2 Spell Shield Icon Spell Shield

  • Create a spell shield around yourself and a friendly creature within 9m.
  • The shield has HP equal to triple your Wizard level.
  • This power can be used a number of times equal to your Proficiency Bonus. The uses are recharged by Long Rests.

Level 6

Vigilant Protector

  • You can use your Bonus Action to teleport next to the beneficiary of your Spell Shield, granting them additional Armour Class while you remain nearby.

Level 10

Shield Resonance

  • Whenever you create a Spell Shield, you can select a damage type and become resistant to it while protected by the shield.

School of Ruin

The School of Ruin allows your Wizard to deal extra damage with their offensive magic. You will also gain extra features that help you to fight enemy spellcasters.

Level 3

Destructive Magic

  • When you roll damage for a spell you cast, you deal additional damage for every die you roll.
  • If the spell creates multiple projectiles, it applies to each projectile separately.

Ruination Savant

  • Choose 2 Wizard spells that deal damage and add them to your spellbook.
  • Whenever you gain access to a new level of Spell Slots, you can choose one damaging spell to add to your spellbook.

Level 6

Mana Feedback

  • When you are hit by a spell, you can return a portion of the damage you received to its caster.
  • You can do this once per Short Rest.
  • The target can reduce the reflected damage with a Constitution Saving Throw.

Level 10

Deadly Resonance

  • When you inflict damage on a target with a spell, you can repeat a portion of the damage at the start of your next turn.
  • The victim can roll a Constitution Saving Throw to reduce the damage.
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