
Gale Evocation Wizard Build - Wizard of Waterdeep - Baldur's Gate 3 (BG3)
Contents
Gale Wizard Build - The Wizard of Waterdeep
Being one of the Origin companions you can start the game with Gale or encounter him in the starting area. The build goes into the Wizard setup with a slight multiclass of Cleric. This will help to reflect his dedication to diety - Mystra, and also optimize him for a much stronger overall setup.
As a Wizard Gale will be able to learn almost any spell in the game. This makes him the perfect character for those who want to test various spells in the game and unlock all the possibilities. I do have a soft spot for a few of them particularly - Magic Missile,
Shield,
Lightning Bolt, and some others.
You will take the Evocation Wizard subclass which makes it a perfect area of effect spellcaster giving the Sculpt Spells feature. Later on, you will get
Empowered Evocation making the wizard spells even more powerful.
I also mentioned Cleric, and this is where the Tempest Domain will come in. It will give the ability to maximize the damage of any lightning spell via Destructive Wrath. This can enable you to one-shot many enemies in the game with correct preparation. Cleric also gives another roleplay aspect - picking diety Mystra, to which Gale has dedicated a lot of his life.
So let's go into the build!
Class Contribution
The build goes into Wizard and Cleric classes, let's cover how they contribute to the total setup.
10 Evocation Wizard
- Can scribe most spells in the game from scrolls, which are added to your spellbook.
- Switch the list of Prepared spells outside of combat. This allows you to try various casting options and prepare for specific situations in exploration and combat.
- Obtain Arcane Recovery Charges, which allow you to refresh spells slots with
Arcane Recovery action.
- Access unique Evocation features -
Sculpt Spells,
Empowered Evocation,
Potent Cantrip all of which will improve your potential as a caster.
2 Tempest Cleric
- The main highlight is Tempest Cleric's
Destructive Wrath passive, allowing you to maximize the lightning damage of your spells. This is what will make you a destructive menace with
Chain Lightning and
Lightning Bolt.
- Access to various useful spells -
Command,
Sanctuary,
Healing Word, etc.
Wrath of the Storm is an excellent way to weaponize your reactions, especially if enemies are wet for double damage.
Wizard Mechanics Disclaimer
As this build will heavily rely on Wizard, there are a few special mechanics to know before using it.
Scribing spells
One important aspect is that any spell scrolls you find can be learned. This consumes a scroll and some additional gold. As a result, the spell is added to the spellbook:
This means that you get those spells that you do not learn leveling. Just wanted to tell you so that you would not be surprised in case the spells are talked about and I did not suggest taking it.
Preparing Spells
The second stage after you learn or scribe spells is that you can then "prepare" them. This means that you have a limited amount of spells active at a time.
This is a good thing as you can change them based on the situation outside of combat. For example, you will be fighting enemies that are weak to Fire. Just add Fireball or
Wall of Fire. Fighting a large group of enemies, maybe include
Glyph of Warding or
Confusion to disable them.
Leveling Overview
Here is a concise table with all the main picks during your leveling progression. For more detailed reasoning, I go further in the article. Also, do not forget to check the recommended gear as it is crucial.
Level | Class | Selection |
---|---|---|
1 | Wizard 1 | Cantrips: ![]() ![]() ![]() ![]() |
Spells: ![]() ![]() ![]() ![]() ![]() ![]() |
||
STR - 8, DEX - 16, CON - 14, INT - 17, WIS - 10, CHA - 8 | ||
Skills: Arcana, Investigation | ||
2 | Wizard 2 | Subclass: Evocation |
Spells: ![]() ![]() |
||
3 | Wizard 3 | Spells: ![]() ![]() |
Scribe Spells: ![]() ![]() ![]() ![]() |
||
4 | Cleric 1 (respec as a first level) | Cantrips: ![]() ![]() ![]() |
Subclass: Tempest Domain | ||
Deity: Mystra | ||
STR - 8, DEX - 16, CON - 14, INT - 17, WIS - 10, CHA - 8 | ||
Prepare Spells: ![]() ![]() |
||
5 | Cleric 2 | Scribe Wizard Spells: ![]() ![]() ![]() ![]() ![]() |
6 | Wizard 4 | Cantrips: ![]() |
Spells: ![]() ![]() |
||
Feat: Ability Improvement +2 Intelligence or ![]() |
||
7 | Wizard 5 | Spells: ![]() ![]() |
Scribe Wizard Spells: ![]() ![]() ![]() ![]() ![]() |
||
8 | Wizard 6 | Spells: anything |
9 | Wizard 7 | Spells: ![]() ![]() |
Scribe Wizard Spells: ![]() ![]() ![]() |
||
10 | Wizard 8 | Spells: any |
Feat: Ability Improvement +2 Intelligence or ![]() |
||
11 | Wizard 9 | Spells: ![]() |
Scribe Wizard Spells: ![]() ![]() ![]() |
||
12 | Wizard 10 | Cantrips: anything |
Spells: anything |
Starting the Game - Level 1
This section covers the creation screen and what would go into the best Races, Abilities, and Skills for the Wyll Warlock build. If you have Gale as a companion I recommend doing a respec at Withers and following along. This will fix the initial ability allocation which is not optimal and misses some important thresholds.
Origin
So the obvious pick for this build is Gale. The whole setup is aimed at going for a deep investment into Wizard.
Races
As this is Gale setup, the race is picked by default:
Race | Features | Description |
---|---|---|
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Humans come with additional proficiencies and higher carry weight, otherwise nothing special. |
Class
Overview | |
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|
Features | |
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Provides a way to restore spell slots with Arcane Recovery Charges. |
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These can be used to cast spells and are restored each long rest. |
Cantrips
In total, you can pick three cantrips as a Wizard
Cantrips | Description |
---|---|
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A fire cantrip, that deals good damage. |
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Cold element cantrip that also slows down foes. |
For the last one, there are a few options:
Cantrips | Description |
---|---|
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This cantrip is mandatory if you are playing as a main character. Otherwise, skip it. |
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An alternative cantrip, that you can use to solve some puzzles. It can also perform adequately in early-game combat - throw items, shove, etc. |
Spells
Spell | Description |
---|---|
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It is an efficient spell that can be hit with different elements. This way you can double-damage wet targets, or pick different elements based on the situation. |
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Amazing spell that you can use on yourself but also on party members. This will set the Armour Class to 13 if not wearing light or heavier armor. |
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One of the best spells in the early game, as it has guaranteed hits and scales well with some Act 1 items like ![]() |
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Mandatory spell in a caster arsenal, as it can ensure you avoid enemy attacks. |
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Can be used to shove enemies into chasms, lava, or other deadly sources. Try to target enemies with low Constitution. |
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Improves jumping capabilities, useful for exploration when jumping bigger crevices. |
Background
Backgrounds are mostly for role-playing and you can pick whatever you prefer. However, as Gale you will start with a specific one that cannot be changed:
Background | Skills | Description |
---|---|---|
Sage | Arcana History |
One of the weaker backgrounds in my opinion, as it has a minor impact on important decisions throughout the game. |
Abilities
Now let's take a look at the abilities of the Gale Wizard build. Correct allocation will allow you to maximize the early gameplay and get good modifier bonuses.
Ability | Value | Description |
---|---|---|
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8 | This build does not need strength. |
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16 (15+1) | Improves Armour Class with Robes and increases initiative, allowing to start a turn earlier. |
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14 | It is important to ensure sufficient HP and good survivability by having a decent Constitution ability score. |
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17 (15+2) | The main spellcasting modifier for Wizard, and increases the total amount of spells that you can prepare |
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10 | Overall, leaving it at 10 is a good choice as you will not get a negative modifier on Wisdom Saving Throws. Wisdom is targeted by many spells. |
![]() ![]() |
8 | Could be set to 10, if you are the main character by subtracting 2 points from Wisdom. |
Skills and Expertise
Overall, the skills should be impacted by your roleplaying and background decisions. However, you would still want those that will give you the best benefits. Sadly, Wizards cannot pick the important skills like Intimidation or Persuasion. So take anything that is Intelligence related:
- Arcana
- Investigation
- Insight
- Medicine
- Religion
Prepare Spells
Here is my recommendation for initial prepared spells. Remember you can switch them anytime outside of combat and learn new ones from Scrolls.
Spell | Description |
---|---|
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Can be used to shove enemies into chasms, lava, or other deadly sources. Try to target enemies with low Constitution. |
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Amazing spell that you can use on yourself but also on party members. This will set the Armour Class to 13 if not wearing light or heavier armor. |
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One of the best spells in the early game, as it has guaranteed hits and scales well with some Act 1 items like ![]() |
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Mandatory spell in a caster arsenal, as it can ensure you avoid enemy attacks. |
Leveling Progression - Levels 2-12
Here is the detailed progression for the Gale build to get you started. You can use it as a guideline because early games can be daunting and overwhelming. Later on, once you get a feel for the class you can start picking your options
So the spells here are more of a recommendation depending on what you have unlocked.
Level 2
This is where you will have left the tutorial area, and will start exploring the world.
Subclass
Overview | |
---|---|
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|
Features | |
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Helps avoiding hitting allies with area of effect spells. |
Evocation Savant | Evocation spells are cheaper to learn. |
Spells
Pick 2 spells that you either have not yet scribed or want to try out, here are my recommendations:
Spell | Description |
---|---|
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An ice spell that inflicts damage and can make enemies prone. |
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A powerful spell, that later on deals significant damage using ![]() |
Prepared Spells
You may add new spells you learned.
Level 3
Level 2 spells are unlocked
Spells
Spell | Description |
---|---|
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This is a very effective offensive spell in my opinion, and can help immensely in multiple early-game fights. Later on, you would be switching it out. |
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I like learning this spell as it has a very useful niche use. It can one-shot - Scrying Eyes, which you will encounter in Goblin Camp, Grymforge, etc. |
Scribing Spells
With level 2 spell slots unlocked you can scribe new spells. You can purchase spell scrolls from vendors or loot them from various containers. You will also be able to choose 2 additional spells next level up
Spells | Description |
---|---|
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Gives a boost to mobility and allows you to move around the battlefield with a bonus action. |
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Useful spell especially if you have Warlock in a group with ![]() |
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A great spell to have for some world exploration and encounters. |
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A control spell that makes ranged foes useless and it does not use a Concentration slot. |
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Can paralyze an enemy and attacks from 3 meters get guaranteed critical hits. |
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A decent fire spell that can hit multiple targets. |
Prepared Spells
Here is what I would recommend adding to the prepared Spell List for combat from level 2 spells.
Spell | Description |
---|---|
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This is a very effective offensive spell in my opinion, and can help immensely in multiple early-game fights. Later on, you would be switching it out. |
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A control spell that makes ranged foes useless and it does not use a Concentration slot. |
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Gives a boost to mobility and allows you to move around the battlefield with a bonus action. |
Level 4 - Respec to Cleric Lv 1
So there is a story event in Mountain Pass, where this does make sense, but usually, you go there at levels 6-7. Still, I do think that 2 levels of Cleric kind of represent his dedication to Mystra. Moreover, Cleric will enable a huge power spike at level 5.
So respec at Withers to Cleric now, will not create any problems with spell unlocks (as you can scribe them and you will get the main benefit of Destructive Wrath at level 5. So the first level should now be Cleric.
Class
Overview | |
---|---|
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|
Clerics are representatives of the gods they worship, wielding potent divine magic for good or ill. | |
Features | |
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These can be used to cast spells and are restored each long rest. |
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Unique spell list accessible based on your cleric subclass. |
Cantrips
Cantrip | Description |
---|---|
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This feat is useful for Act 2 and activating special items like the ![]() ![]() |
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Excellent cantrip that can help with various ability checks in the game - from chest lockpicking to dialogue checks. |
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Gain an Advantage on Intimidation and performance chacks. This is a mandatory cantrip for the main character in my opinion. It does not have any negative consequences like ![]() |
Subclass
Overview | |
---|---|
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|
Features | |
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Especially early in the game, this gives an excellent use for reaction. |
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A decent spell that can be used to throw off enemies from ledges. |
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Cover an area in fog, which can be used for pickpocketing or making combat easier. |
Deity
Cantrip | Description |
---|---|
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The diety is picked here to represent the dedication he had (or has) towards Mystra |
Abilities
Overall, we are reusing the same abilities from Wizard:
Ability | Value | Description |
---|---|---|
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8 | This build does not need strength. |
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16 (15+1) | Improves Armour Class with Robes and increases initiative, allowing to start a turn earlier. |
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14 | It is important to ensure sufficient HP and good survivability by having a decent Constitution ability score. |
![]() ![]() |
17 (15+2) | The main spellcasting modifier for Wizard, and increases the total amount of spells that you can prepare |
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10 | Overall, leaving it at 10 is a good choice as you will not get a negative modifier on Wisdom Saving Throws. Wisdom is targeted by many spells. |
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8 | Could be set to 10, if you are the main character by subtracting 2 points from Wisdom. |
Prepare Spells
You will also be able to prepare 1-2 cleric spells. Here are some that you can consider adding:
Spells | Description |
---|---|
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The core spell of this build will allow your Lightning-based spells to deal double damage. In most cases, you will be able to destroy simple grunt foes. |
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Use this spell to make the ally untouchable, for example, if they have low HP, or you want to divert the enemy's attention. |
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The best healing spell, due to its cheap cost and ability to revive downed targets without wasting action points. Moreover, later with ![]() |
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Excellent early game spell, that can be used to improve defensive capabilities. I would not use it too much at higher levels as you get better use for concentration slots. |
Go through levels 1-3 for Wizard
Be sure to go through the previous Wizard levels and reach level 4. You can do this by clicking the Multiclass button on the level-up screen:
Level 5 - Cleric Lv 2
The main goal of the cleric dip will be unlocked now:
Action | Description |
---|---|
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Excellent against undead enemies, making them run away. |
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The main feature of Tempest Domain allows it to deal maximum damage with Thunder and Lightning spells. |
Scribing Spells as Wizard
You will have unlocked level 3 spell slots, which allow scribing level 3 spells. You can purchase spell scrolls from vendors or loot them from various containers.
Spells | Description |
---|---|
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One of the core spells of the build. Thanks to ![]() ![]() |
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A simple and effective spell that can hit multiple foes, especially if they have resistance to other elements. |
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Another spell, that can be used offensively, or as a control option with ![]() |
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Very valuable spell to have in the arsenal, as it can make multiple enemies prone and cover an area in ice. It is often overlooked, as it does not deal damage. However, if a foe does not move, what can be better? |
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Can force enemies to drop weapons and instill fear into them. |
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It can be used to get a second action point, but overall I prefer using Potion of Speed for that or Sorcerer who can activate ![]() |
Prepared Spells for Wizard
Here is what I would recommend adding to the prepared Spell List for combat from level 3 spells.
Spell | Description |
---|---|
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One of the core spells of the build. Thanks to ![]() ![]() |
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Very valuable spell to have in the arsenal, as it can make multiple enemies prone and cover an area in ice. It is often overlooked, as it does not deal damage. However, if a foe does not move, what can be better? |
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Another spell, that can be used offensively, or as a control option with ![]() |
Level 6 - Wizard Lv 4
After some delays, the Gale build will now obtain its first feat. This is important as you will get a slight boost to the overall setup
Cantrips
Cantrip | Description |
---|---|
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A very valuable cantrip that can be used to pull enemies together before combat. Follow up with an area-of-effect spell to hit all of them together. |
Spells
Learn these or anything else if you already have them scribed:
Spell | Description |
---|---|
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A decent spell that hits multiple times and is perfect for stacking effects like Lightning Charges via ![]() |
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As a wizard, you will often have a free bonus action. This does allow for getting in a better position or escaping harm. |
Prepared Spells
Feel free to add the new spells.
Feat
Feat | Description |
---|---|
Ability Improvement - +2 Intelligence | I think this is the best option, as Gale has access to shield proficiency which does not leave offhand empty. With higher Intelligence attack rolls and Spell Save DC will be improved. |
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Another option that allows wearing two distinct combos in the early game - ![]() ![]() ![]() ![]() ![]() |
Level 7 - Wizard Lv 5
Mainly standard progression, but as a Wizard, you will be able to start scribing level 4 spells.
Spells
Overall, take any level 3 spells that you wish to add to the spell list. Here are a few recommendations:
Spell | Description |
---|---|
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The main one to be picked, which cannot be learned from scrolls. It will help by shutting down enemy mages. |
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Another spell, that can be used offensively, or as a control option with ![]() |
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This is one of the spells that is liked by some and disliked by others. I prefer other options, but it can cover a large area and disable enemies until they have been hit. |
Prepare Spells
I would just make sure to add this one, the others are optional:
Spell | Description |
---|---|
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This is the main spell to be added to the spellbook, which cannot be learned from scrolls. It will help by shutting down enemy mages. |
Scribing Level 4 Spells
The major factor for this level is that you unlock level 4 spell slots which enables you to scribe new spells. You can purchase spell scrolls from vendors or loot them from various containers. You will be able to learn some of them through level-ups.
Spell | Description |
---|---|
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A solid spell, that covers the area in ice and deals both cold + blunt damage. |
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One of my favorite control spells. Confuses enemies, makes them skip turns, and attacks allies. |
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This spell targets Charisma Saving Throw, which is a good option to have in the arsenal. It will disable the target for 2 turns. |
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If you have something like Gloomstalker Assassin or other stealthy build, this spell enables continuous attacks from invisibility. |
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A peculiar spell, that can be used to cover choke points and inflict heavy damage. |
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This spell has some niche use cases, but it gives semi-teleportation and can help both in world exploration and various encounters. |
Prepared Spells
Here are the level 4 spells that I would keep in the prepared spell list for combat:
Spell | Description |
---|---|
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A solid spell, that covers the area in ice and deals both cold + blunt damage. |
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One of my favorite control spells. Confuses enemies, makes them skip turns, and attacks allies. |
Level 8 - Wizard 6
This level does not bring anything much, pick the spells that you have missed or want to add to the spellbook.
Spells
Just pick any level 3 spell that you might find useful. I think you will have all the core ones already scribed.
Prepare Spells
Add any spells that you might think are relevant.
Level 9 - Wizard 7
A major level as you unlock level 5 spell slots, which allows scribing level 5 spells.
Spells
You can pick level 4 spells. I would say the core ones you should have already scribed so here are some options if you did not yet:
Spell | Description |
---|---|
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This spell has some niche use cases, but it gives semi-teleportation and can help both in world exploration and various encounters. |
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Can act similarly to ![]() |
Prepare Spells
Feel free to add the spells above, but I do not think they have a major combat impact.
Scribing Level 5 Spells
The major factor for this level is that you unlock level 5 spell slots which enables you to scribe new spells. You can purchase spell scrolls from vendors or loot them from various containers. You will be able to learn some of them through level-ups.
Spell | Description |
---|---|
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A solid cold spell, that works extremely well with wet enemies. It also creates ice on wet surfaces. |
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The goal of this spell is to gain the ![]() |
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A potent control spell, that can disable the strongest enemies in the game. You might be limited by the Spell Save DC. |
Prepared Spells
Here are the level 5 spells that I would keep in the prepared spell list for combat:
Spell | Description |
---|---|
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A solid cold spell, that works extremely well with wet enemies. It also creates ice on wet surfaces. |
Level 10 - Wizard Lv 8
A major level up as the Gale build gets access to another feat.
Spells
Just pick any level 5 spell that you might find useful. I think you will have all the core ones already scribed.
Prepare Spells
Add any spells that you might think are relevant.
Feat
Feat | Description |
---|---|
Ability Improvement - +2 Intelligence | If you have not picked this, it is a perfect chance to do that now. |
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The feat should be picked if you have not done that yet. Act 3, contains plenty of caster weapons that can improve spell arsenal and Spell Save DC. |
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Another option, especially if you have another caster as they might take valuable staves - ![]() ![]() ![]() |
Level 11 - Wizard Lv 9
This is a huge level spike. The main thing is that you will unlock a level 6 spell slot which allows scribing new spells.
Spells
You can pick level 5 spells. I would say the core ones you should have already scribed so here are some options if you did not yet:
Spell | Description |
---|---|
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The goal of this spell is to gain the ![]() |
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A useful spell to throw enemies around, however, it might be limited in use if there are no chasms or water to throw enemies into. |
Prepare Spells
Spell | Description |
---|---|
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The goal of this spell is to gain the ![]() |
Scribing Level 6 Spells
The major factor for this level is that you unlock level 6 spell slots which enables you to scribe new spells. You can purchase spell scrolls from vendors or loot them from various containers. You will be able to learn some of them through level-ups.
Spell | Description |
---|---|
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Makes you invincible when standing inside the globe. One of the most powerful spells in the game, which is extremely useful in end-game encounters and Honour Mode runs. |
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A very powerful spell, that hits 4 targets and gets its damage doubled on wet targets. Follow up with ![]() |
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Technically, it's not a level 6 spell, but obtained pretty late in the game. An improved version of the ![]() ![]() |
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As good as it sounds. The first effect is irresistible. |
Prepared Spells
Here are the level 6 spells that I would keep in the prepared spell list for combat:
Spell | Description |
---|---|
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Makes you invincible when standing inside the globe. One of the most powerful spells in the game, which is extremely useful in end-game encounters and Honour Mode runs. |
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A very powerful spell, that hits 4 targets and gets its damage doubled on wet targets. Follow up with ![]() |
Level 12 - Wizard Lv 10
The final level. The build is more or less done, feel free to cover any spells and enjoy your improved spell damage:
Feature | Description |
---|---|
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The intelligence modifier is added to your spell damage rolls. This makes it very effective to use multihit spells like - ![]() ![]() ![]() |
Cantrips
I would take any cantrip, as they will have a minor impact at this time in the game.
Spells
Just pick any level 5 spell that you might find useful. I think you will have all the core ones already scribed.
Prepare Spells
Add any spells that you might think are relevant.
Maximizing Ability Scores
Now, as the build progression is covered there are a few aspects and important decisions you will have to make throughout the game. These will decide your final score for abilities.
- 17 Intelligence - the base from character creation.
- Act 1 - Auntie Ethel Hair - you will want to get +1 Intelligence if you pick this choice.
- Feat - Ability Improvement - +2 Intelligence.
- Act 3 - Mirror of Loss - pick +2 Intelligence.
These will allow you to reach 22 natural Intelligence, which results in a +6 spellcasting modifier and improved Spell Save DC.
Potions, Elixirs and Consumables
Let's take a look at what consumables you can use to further empower the build.
Potions
These are general consumables, and most of them are activated for a few turns. Potions are separate from Elixirs and can be active together.
Consumable | Description |
---|---|
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In case you or your other casters have a Concentration spell slot taken and cannot cast Haste, use this potion. It acts similarly, but the effect is just for 3 turns. |
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Although not something powerful, it is worth stocking up and saving a spell slot. |
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Can be used to get a perfect position before the encounter starts or leave the encounter if it comes to worst. |
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A few can be obtained throughout the game, but most of them are found in Act 3. Gives the effects of long rest, perfect for restoring spell slots. |
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Gives a short rest effect and restores level 1 and 2 spell slots. |
Elixirs
Unfortunately, only one Elixir can be active at a time. However, the good thing is that they last until a long rest, making them very useful and economical.
Be sure to activate them before combat as otherwise, you will need to use Bonus Action.
Consumable | Description |
---|---|
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Very effective elixir that gives another action point if you kill an enemy. I would say this is the best one to use to maximize your output through the turn. |
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For some encounters, you will want to go first. This elixir will ensure that it overcomes even surprise mechanics. |
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Gain 3 stacks of Arcane Acuity. I would say this should be the most used elixir for higher spell success. |
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Can be used to better maintain spell concentration, especially in early-to-mid games when using control spells. |
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Grant's a single level 3 spell slot. Could be useful in case you are preparing for a longer encounter. |
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Grant's a single level 4 spell slot. Could be useful in case you are preparing for a longer encounter. |
Illithid Powers
This special mechanic in Baldur's Gate 3 allows you to consume tadpoles and unlock special Illithid Powers.
At first, you can only use the base powers. As you move to Act 3, you will be able to unlock the outer ring powers also called Elite.
Illithid Power | Type | Description |
---|---|---|
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Base | Can help to kill an enemy faster if it is left with a few HP. |
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Base | A great way to weaponize your reaction before obtaining ![]() |
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Elite | Can be used to maximize the effectiveness of charisma-based skills, especially relevant to the main character. |
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Elite | Very powerful spell that can be used to pull enemies together. You can then follow up with area-of-effect spells or attacks. In general, it is a very effective action in the hands of any character. |
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Elite | Can be used to save yourself from a deadly spell. This is especially relevant as you will have a disadvantage on mental saving throws. |
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Elite | Remove the cost of spell slots or charges. |
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Elite | You can now use action and bonus action interchangeably, giving two full spell casts each turn. It's not as important for you, but it will help other casters in the group. |
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Elite | Excellent attack that targets enemy intelligence and can stun them. Not good for damage, but great for disabling foes. |
Equipment Recommendations
Now I would like to go through some gear recommendations to maximize the Gale Wizard Build. Items are especially important as they take the build to the next level thanks to their unique effects.
For Act 1 and 2 you will have some overlap with Cleric gear. This is mainly because Magic Missile are great for activating effects like Lightning Charges and Reverbation. However, I would still prioritize the items on Cleric. They are better suited for these effects via
Spirit Guardians.
Act 3, you will be a full-fledged caster, that optimizes Spell Save DC.
Act 1
Slot | Item | Description |
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When used with ![]() |
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Gives +1 to spell attack rolls or DC. An alternative to ![]() ![]() |
|
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Can be used to apply damage and attack roll buffs in various combat encounters. Wearing it together with other staves will require ![]() |
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The higher initiative bonus will allow you to start your turn earlier. |
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Equipping two of these will allow you to attack with off-hand. Wizard does not have a good bonus action use case early in the game so this is a perfect option. | |
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It provides a substantial defensive boost by reducing critical hit damage. |
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Gives a bonus to saving throws, easily accessible early in the game. | |
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Increases Spell Save DC, while obscured. Very easy to activate, use Shift, to see the sun icon, it should be half or full empty. This will make it easier to land spells. |
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The best defensive option in Act 1. Works well with ![]() |
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- | Nothing relevant for the build in Act 1. |
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Works well with ![]() |
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Applies Reverbation when dealing thunder or lightning damage. With 5 stacks, this will deal a bonus 1d4 damage and can make enemies Prone. This can be easily achieved once you have ![]() |
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Defensive gloves that allow to negate enemy ranged attack. | |
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Will apply reverbation when Lightning Charges explode with ![]() ![]() |
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One of the best boots, giving a total advantage for movement on difficult surfaces. It also gives ![]() |
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Gives additional protection against being Prone. | |
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Makes it easier to avoid enemy attacks of opportunity. | |
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Excellent amulet which improves ![]() |
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A good amulet that allows restoring level 3 or lower spell slots. This way you could get additional sorcery points. | |
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A good amulet to obtain mobility via ![]() |
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Gives defensive bonuses to Armour Class and Saving Throws. |
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As the build uses lightning spells, this can help to avoid lightning damage from wet surfaces. | |
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Allows Casting invisibility for free once per long rest. |
Act 2 - mid-game
For the Act 2,
Slot | Item | Description |
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- | Continue using weapons from Act 1, as nothing comes close in terms of usefulness. |
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Still the best bow, as initiative plays a vital role for first mover advantage during encounters. |
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Can be useful to precast ![]() |
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The best shield for casters as it gives +1 Spell Save DC, increasing spell success. |
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What makes this shield amazing is that by wearing it you will be going first most of the time during encounters. | |
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Adds +1 Spell Save DC improving spell success. |
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Improves survivability and Saving Throw success. You want to equip this cloak to maintain that good Armour Class. |
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Can be used to inflict additional Daze effect on enemies with Reverbation. | |
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Same armor from Act 1 that improves Spell Save DC. |
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Gives bonus Spell Save DC. | |
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The best gloves in terms of stacking bonus Reverbation, especially via ![]() |
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Still the best boots in terms of applying various conditions. |
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Defensive shoes that improve Armor Class. | |
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It allows casting a ![]() |
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The amulet is still relevant and proves useful when you want to use lower-level spell slots on ![]() |
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Gives a good use for your bonus action, allowing allies to inflict bonus damage with physical attacks. | |
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The ring's bonus radiant damage will help activate ![]() |
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It is an excellent ring that can be used to apply Mental Fatigue from failed Saving Throws against your spells. | |
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As you will be using spells all the time, this is a great way to inflict additional Radiating Orb effects. | |
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Adds another Dazed effect that can be procced after 5 Reverbation stacks are activated and Thunder damage gets applied. |
Act 3 - Final Build setup
This is the last act of the game, where you will get access to the most powerful items. To get them as early as possible you will need some planning, but overall, it should not be a problem.
Slot | Item | Description |
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The ultimate caster weapon that enables the ![]() ![]() ![]() |
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A very powerful weapon, that improves damage and attack rolls with each killed foe up to +3. | |
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Gives the ![]() |
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The bonus initiative is an excellent boost to go early in combat. If it is not a surprise round, it is almost guaranteed. |
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One of the best shields in the game. Overall, it serves more of a defensive role giving advantages on Spell Saving Throws. |
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The best shield for casters as it gives +1 Spell Save DC, increasing spell success. | |
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A good caster headwear that gives bonuses to spell attack rolls and spell save DC. |
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Improves Spell Save DC. However, the main caveat is that this cloak is in demand by all casters. |
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Provides an increased chance of avoiding enemy attacks with attack rolls. | |
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If you have light armor proficiency from race, this is a very powerful armor and the best one for the caster. The Constitution Saving Throw advantage is a huge boon. It also improves Spell Save DC. |
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Improves Spell Save DC and also Armour Class. Excellent caster robe. | |
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Good gloves with a boost to Spell Save DC |
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Boosts Spell Save DC by 1. Moreover, you get access to ![]() |
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Can be an interesting option in the late game as you will get an ![]() |
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Still, excellent boots as they will help generate stacks of Reverbation. |
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Gives an option to pass a Saving Throw using reaction. Moreover, improves the movement via Difficult Terrain. | |
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One of the best boots in the game, enabling free movement on difficult terrains and giving ![]() |
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Provides +2 Spell Save DC. However, it is better used on Cleric to get the bonus Channel Divinity charge. |
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Advantage on mental saving throws. | |
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Allows restoring any level of spell slot. | |
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The ring has +1 Spell Save DC which is not mentioned in the tooltip. |
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Gives additional Armour Class. | |
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As you will be using spells all the time, this is a great way to inflict additional Radiating Orb effects. |
Build Mechanics
In this section, I would like to dive deep into how to play the Wyll Build. This will help you utilize it to the fullest and correctly use various actions and spells throughout the game.
Important Mechanics and Combos
Let's go through key mechanics and tips on how to use the build effectively. The Gale Wizard build has very interesting combos if you are willing to invest some time in the setup.
Scribing Spells and adding them to the spellbook
I already briefly mentioned this mechanic at the start of the post, but it is very important in making the most out of Wizard in your group.
One important aspect is that any spell scrolls you find can be learned. This consumes a scroll and some additional gold. As a result, the spell is added to the spellbook:
This means that you get those spells that you do not learn leveling. Just wanted to tell you so that you would not be surprised in case the spells are talked about and I did not suggest taking it.
The second stage after you learn or scribe spells is that you can then "prepare" them. This means that you have a limited amount of spells active at a time.
This is a good thing as you can change them based on the situation outside of combat. For example, you will be fighting enemies that are weak to Fire. Just add Fireball or
Wall of Fire. If exploring the world, and you need to increase the jump distance - add
Enhance Leap to improve it.
Remember to use Arcane Recovery Charges
A generally overlooked but useful action is Arcane Recovery. At level 11/12 you can use your level 6 spell slots two times with these. This allows you to summon something like
Conjure Elemental: Water Myrmidon and reset the spell slot which could be used on
Globe of Invulnerability or
Chain Lightning during a fight.
Wet + Lightning and Cold Spells
I think this is the most important mechanic to learn in Baldur's Gate 3 for caster. It is very easy to set up and can guarantee you easy wins for most encounters.
The first step is to apply water here are some options for how to do that:
- Have a Cleric or Druid Cast
Create or Destroy Water
- Storm Sorcerer gets access to
Create or Destroy Water at level 6
- You can drag Water Bottles from the inventory onto the ground or close to the enemies. The next step will require some kind of
Hand Crossbow +1 so that you can shoot with offhand. Now hit the bottle with your arrow, and it will break, applying wet to the nearby targets.
- Have
Conjure Elemental to summon
Conjure Elemental: Water Myrmidon and apply
Healing Vapours, which heals and applies wet status.
- The easiest, drop the water bottle on the ground and destroy it with an attack (an offhand attack with a bonus action is perfect for that
Once the enemy is wet, they will become vulnerable to Ice and Lightning damage. This means you deal double the amount. After this follow up with your favorite spell - Chain Lightning,
Lightning Bolt,
Cone of Cold, etc.
Magic Missiles are a great fallback
Overall, for most of Act 1, Magic Missile will be your bread-and-butter spell. They have a 100% chance to hit, and you get useful items like
The Spellsparkler and
Phalar Aluve which greatly improve their damage. As you reach level 5, you will start phasing them out as you get access to powerful level 3 spells.
Still, these missiles will be great to save expensive spell slots and just use Level 1 or 2 ones. They are also perfect for finishing enemies off when you don't want to risk missing the attack or the enemy passing Saving Throw.
Curriculum of Strategy: Artistry of War is the upgraded version, which you will be able to use in Act 3, and can inflict some heavy damage.
Empowered Evocation will also help with damage improvement from Wizard Lv 10.
Early Game Combat
Let's cover how you should progress combat levels 1-6.
- In general
Magic Missile will be your bread-and-butter spell when you target low-level enemies, want to finish off targets, or are ready to inflict damage when you obtain
The Spellsparkler.
Cloud of Daggers is an excellent early-game spell that can be used on enemies stacked together. It also hits multiple times making it very cost-efficient.
- Once you unlock
Lightning Bolt you can make enemies wet and use
Destructive Wrath for a huge damage. This is your nova combo to take out enemies.
- I would use control spells like
Hold Person only if they have an 80%+ chance to land, otherwise I would not risk it.
Fireball is an alternative offensive spell for enemies that might be resistant to Lightning.
- You can easily put enemies to sleep with a level 3 spell -
Glyph of Warding. Just pick the sleep variation, and this makes it an extremely efficient option without any concentration slot cost.
Mid to Late Game Combat
This is the part where the build gets fleshed out and reaches its peak. Generally, this covers the later part of Act 2 and Act 3.
- You will now have more options on enemies, specifically those that have Wet status applied -
Cone of Cold and
Ice Storm, the latter also creates Ice surfaces, making it difficult for enemies to move.
Chain Lightning is your ultimate spell, that can outright destroy groups of enemies with the correct setup - wet status and
Destructive Wrath.
Conjure Elemental upcast as a level 6 spell allows you to pick
Conjure Elemental: Water Myrmidon which gives an easy way to apply wet on most of the targets around.
Globe of Invulnerability is a truly powerful spell, that can help you win the most difficult encounters. Moreover, if you smell any kind of risk, just pop it and shield yourself and your party members.
- Use
Arcane Battery from your high-tier staves to use level 6 spells again without any limitation.
- You can replace
Magic Missile with
Curriculum of Strategy: Artistry of War against stronger targets to inflict decent guaranteed damage.
Conclusion
Thank you for reading the best Gale Wizard Build for Baldur's Gate 3. Being one of the Origin characters he offers a unique and long companion story. Having a Wizard in a group is useful as it can access almost any spell in the game. It is not as powerful as sorcerer, but we do overcome that by taking Cleric which fits both in terms of Lore and power upgrades.
Cheers!
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