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: Fire Bolt, Ray of Frost, Friends, or Mage Hand |
Spells: Chromatic Orb, Mage Armour, Magic Missile, Shield, Thunderwave, Enhance Leap | ||
STR - 8, DEX - 16, CON - 14, INT - 17, WIS - 10, CHA - 8 | ||
Skills: Arcana, Investigation | ||
2 | Wizard 2 | Subclass: Evocation |
Spells: Ice Knife, Witch Bolt | ||
3 | Wizard 3 | Spells: Cloud of Daggers, Shatter |
Scribe Spells: Misty Step, See Invisibility, Blindness, Hold Person | ||
4 | Cleric 1 (respec as a first level) | Cantrips: Light, Guidance, Thaumaturgy |
Subclass: Tempest Domain | ||
Deity: Mystra | ||
STR - 8, DEX - 16, CON - 14, INT - 17, WIS - 10, CHA - 8 | ||
Prepare Spells: Create or Destroy Water, Healing Word | ||
5 | Cleric 2 | Scribe Wizard Spells: Lightning Bolt, Fireball, Glyph of Warding, Sleet Storm, Haste |
6 | Wizard 4 | Cantrips: Minor Illusion |
Spells: Scorching Ray, Misty Step | ||
Feat: Ability Improvement +2 Intelligence or Dual Wielder | ||
7 | Wizard 5 | Spells: Counterspell, Hypnotic Pattern |
Scribe Wizard Spells: Ice Storm, Confusion, Banishment, Wall of Fire, Dimension Door | ||
8 | Wizard 6 | Spells: anything |
9 | Wizard 7 | Spells: Dimension Door, Otiluke's Resilient Sphere |
Scribe Wizard Spells: Cone of Cold, Conjure Elemental, Hold Monster | ||
10 | Wizard 8 | Spells: any |
Feat: Ability Improvement +2 Intelligence or Dual Wielder |
||
11 | Wizard 9 | Spells: Conjure Elemental, anything |
Scribe Wizard Spells: Globe of Invulnerability, Chain Lightning, Curriculum of Strategy: Artistry of War. | ||
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 |
---|---|---|
Human |
|
Humans come with additional proficiencies and higher carry weight, otherwise nothing special. |
Class
Overview | |
---|---|
Wizard | |
Features | |
Arcane Recovery | Provides a way to restore spell slots with Arcane Recovery Charges. |
Spell Slots | 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 |
---|---|
Fire Bolt | A fire cantrip, that deals good damage. |
Ray of Frost | Cold element cantrip that also slows down foes. |
For the last one, there are a few options:
Cantrips | Description |
---|---|
Friends | This cantrip is mandatory if you are playing as a main character. Otherwise, skip it. |
Mage Hand | 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 |
---|---|
Chromatic Orb | 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. |
Mage Armour | 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. |
Magic Missile | One of the best spells in the early game, as it has guaranteed hits and scales well with some Act 1 items like The Spellsparkler. |
Shield | Mandatory spell in a caster arsenal, as it can ensure you avoid enemy attacks. |
Thunderwave | Can be used to shove enemies into chasms, lava, or other deadly sources. Try to target enemies with low Constitution. |
Enhance Leap | 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 |
---|---|---|
Strength | 8 | This build does not need strength. |
Dexterity | 16 (15+1) | Improves Armour Class with Robes and increases initiative, allowing to start a turn earlier. |
Constitution | 14 | It is important to ensure sufficient HP and good survivability by having a decent Constitution ability score. |
Intelligence | 17 (15+2) | The main spellcasting modifier for Wizard, and increases the total amount of spells that you can prepare |
Wisdom | 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. |
Charisma | 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 |
---|---|
Thunderwave | Can be used to shove enemies into chasms, lava, or other deadly sources. Try to target enemies with low Constitution. |
Mage Armour | 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. |
Magic Missile | One of the best spells in the early game, as it has guaranteed hits and scales well with some Act 1 items like The Spellsparkler. |
Shield | 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 | |
---|---|
Evocation | |
Features | |
Sculpt Spells | 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 |
---|---|
Ice Knife | An ice spell that inflicts damage and can make enemies prone. |
Witch Bolt | A powerful spell, that later on deals significant damage using Destructive Wrath. |
Prepared Spells
You may add new spells you learned.
Level 3
Level 2 spells are unlocked
Spells
Spell | Description |
---|---|
Cloud of Daggers | 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. |
Shatter | 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 |
---|---|
Misty Step | Gives a boost to mobility and allows you to move around the battlefield with a bonus action. |
Darkness | Useful spell especially if you have Warlock in a group with Devil's Sight. Also works extremely well with some items in later games that give Blindness immunity. This way you can create a safe zone, where enemy ranged attacks cannot reach or they miss. |
See Invisibility | A great spell to have for some world exploration and encounters. |
Blindness | A control spell that makes ranged foes useless and it does not use a Concentration slot. |
Hold Person | Can paralyze an enemy and attacks from 3 meters get guaranteed critical hits. |
Scorching Ray | 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 |
---|---|
Cloud of Daggers | 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. |
Blindness | A control spell that makes ranged foes useless and it does not use a Concentration slot. |
Misty Step | 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 | |
---|---|
Cleric | |
Clerics are representatives of the gods they worship, wielding potent divine magic for good or ill. | |
Features | |
Spell Slots | These can be used to cast spells and are restored each long rest. |
Domain Spells | Unique spell list accessible based on your cleric subclass. |
Cantrips
Cantrip | Description |
---|---|
Light | This feat is useful for Act 2 and activating special items like the Callous Glow Ring or Coruscation Ring. |
Guidance | Excellent cantrip that can help with various ability checks in the game - from chest lockpicking to dialogue checks. |
Thaumaturgy | 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 Friends. |
Subclass
Overview | |
---|---|
Tempest Domain | |
Features | |
Wrath of the Storm | Especially early in the game, this gives an excellent use for reaction. |
Thunderwave | A decent spell that can be used to throw off enemies from ledges. |
Fog Cloud | Cover an area in fog, which can be used for pickpocketing or making combat easier. |
Deity
Cantrip | Description |
---|---|
Mystra | 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 |
---|---|---|
Strength | 8 | This build does not need strength. |
Dexterity | 16 (15+1) | Improves Armour Class with Robes and increases initiative, allowing to start a turn earlier. |
Constitution | 14 | It is important to ensure sufficient HP and good survivability by having a decent Constitution ability score. |
Intelligence | 17 (15+2) | The main spellcasting modifier for Wizard, and increases the total amount of spells that you can prepare |
Wisdom | 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. |
Charisma | 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 |
---|---|
Create or Destroy Water |
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. |
Sanctuary | Use this spell to make the ally untouchable, for example, if they have low HP, or you want to divert the enemy's attention. |
Healing Word | The best healing spell, due to its cheap cost and ability to revive downed targets without wasting action points. Moreover, later with The Whispering Promise ring you can buff specific allies. |
Shield of Faith | 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 |
---|---|
Turn Undead | Excellent against undead enemies, making them run away. |
Destructive Wrath | 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 |
---|---|
Lightning Bolt | One of the core spells of the build. Thanks to Sculpt Spells you will be able to shoot through allies. But the main combo here is Destructive Wrath which will maximize the damage. At level 5 this can one-shot multiple enemies in the game, especially if they are wet. |
Fireball | A simple and effective spell that can hit multiple foes, especially if they have resistance to other elements. |
Glyph of Warding | Another spell, that can be used offensively, or as a control option with Glyph of Warding: Sleep. |
Sleet Storm | 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? |
Fear | Can force enemies to drop weapons and instill fear into them. |
Haste | 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 Metamagic: Twinned Spell. |
Prepared Spells for Wizard
Here is what I would recommend adding to the prepared Spell List for combat from level 3 spells.
Spell | Description |
---|---|
Lightning Bolt | One of the core spells of the build. Thanks to Sculpt Spells you will be able to shoot through allies. But the main combo here is Destructive Wrath which will maximize the damage. At level 5 this can one-shot multiple enemies in the game, especially if they are wet. |
Sleet Storm | 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? |
Glyph of Warding | Another spell, that can be used offensively, or as a control option with Glyph of Warding: Sleep. |
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 |
---|---|
Minor Illusion | 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 |
---|---|
Scorching Ray | A decent spell that hits multiple times and is perfect for stacking effects like Lightning Charges via The Spellsparkler. |
Misty Step | 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. |
Dual Wielder | Another option that allows wearing two distinct combos in the early game - The Spellsparkler + Phalar Aluve or The Spellsparkler + Melf's First Staff. The first one is aimed at improved Magic Missile, while the second one also empowers general spells. I would generally recommend this on races that do not get shield proficiency. Overall, this feat can be taken later, specifically in Act 3, where there is potential for a lot of powerful weapon options. |
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 |
---|---|
Counterspell | The main one to be picked, which cannot be learned from scrolls. It will help by shutting down enemy mages. |
Glyph of Warding | Another spell, that can be used offensively, or as a control option with Glyph of Warding: Sleep. |
Hypnotic Pattern | 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 |
---|---|
Counterspell | 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 |
---|---|
Ice Storm | A solid spell, that covers the area in ice and deals both cold + blunt damage. |
Confusion | One of my favorite control spells. Confuses enemies, makes them skip turns, and attacks allies. |
Banishment | This spell targets Charisma Saving Throw, which is a good option to have in the arsenal. It will disable the target for 2 turns. |
Greater Invisibility | If you have something like Gloomstalker Assassin or other stealthy build, this spell enables continuous attacks from invisibility. |
Wall of Fire | A peculiar spell, that can be used to cover choke points and inflict heavy damage. |
Dimension Door | 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 |
---|---|
Ice Storm | A solid spell, that covers the area in ice and deals both cold + blunt damage. |
Confusion | 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 |
---|---|
Dimension Door | This spell has some niche use cases, but it gives semi-teleportation and can help both in world exploration and various encounters. |
Otiluke's Resilient Sphere | Can act similarly to Sanctuary. However, it can be used offensively to target enemies that have low Dexterity. |
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 |
---|---|
Cone of Cold | A solid cold spell, that works extremely well with wet enemies. It also creates ice on wet surfaces. |
Conjure Elemental | The goal of this spell is to gain the Conjure Elemental: Water Myrmidon. Sadly it is only available on level 6 spell slots, so just learn it once you can and start using it later. |
Hold Monster | 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 |
---|---|
Cone of Cold | 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. |
Dual Wielder | 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. |
Alert | Another option, especially if you have another caster as they might take valuable staves - Markoheshkir or Staff of Spell Power. Gale has shield proficiency and can wear Ketheric's Shield as an alternative. |
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 |
---|---|
Conjure Elemental | The goal of this spell is to gain the Conjure Elemental: Water Myrmidon. This becomes available with level 6 spell slots. |
Telekinesis | 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 |
---|---|
Conjure Elemental | The goal of this spell is to gain the Conjure Elemental: Water Myrmidon. This becomes available with level 6 spell slots. |
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 |
---|---|
Globe of Invulnerability | 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. |
Chain Lightning | A very powerful spell, that hits 4 targets and gets its damage doubled on wet targets. Follow up with Destructive Wrath for a huge damage boost. |
Curriculum of Strategy: Artistry of War | Technically, it's not a level 6 spell, but obtained pretty late in the game. An improved version of the Magic Missile spell. This also can only be cast once per short rest, limiting its potential. It also deals more damage than what is listed in the tooltip. It will also benefit from Empowered Evocation after you unlock it at level 12. |
Otto's Irresistible Dance | 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 |
---|---|
Globe of Invulnerability | 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. |
Chain Lightning | A very powerful spell, that hits 4 targets and gets its damage doubled on wet targets. Follow up with Destructive Wrath for a huge damage boost. |
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 |
---|---|
Empowered Evocation | The intelligence modifier is added to your spell damage rolls. This makes it very effective to use multihit spells like - Magic Missile, Chain Lightning, Lightning Bolt, etc. |
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 |
---|---|
Potion of Speed | 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. |
Potion of Animal Speaking | Although not something powerful, it is worth stocking up and saving a spell slot. |
Potion of Invisibility | Can be used to get a perfect position before the encounter starts or leave the encounter if it comes to worst. |
Potion of Angelic Slumber | 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. |
Potion of Angelic Reprieve | 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 |
---|---|
Elixir of Bloodlust | 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. |
Elixir of Vigilance | For some encounters, you will want to go first. This elixir will ensure that it overcomes even surprise mechanics. |
Elixir of Battlemage's Power | Gain 3 stacks of Arcane Acuity. I would say this should be the most used elixir for higher spell success. |
Elixir of Peerless Focus | Can be used to better maintain spell concentration, especially in early-to-mid games when using control spells. |
Superior Elixir of Arcane Cultivation | Grant's a single level 3 spell slot. Could be useful in case you are preparing for a longer encounter. |
Supreme Elixir of Arcane Cultivation | 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 |
---|---|---|
Cull the Weak | Base | Can help to kill an enemy faster if it is left with a few HP. |
Psionic Backlash | Base | A great way to weaponize your reaction before obtaining Counterspell. |
Illithid Expertise | Elite | Can be used to maximize the effectiveness of charisma-based skills, especially relevant to the main character. |
Black Hole | 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. |
Psionic Dominance | 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. |
Freecast | Elite | Remove the cost of spell slots or charges. |
Mind Sanctuary | 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. |
Mind Blast | 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 |
---|---|---|
Melee (One-Handed) | The Spellsparkler | When used with Magic Missile you can generate multiple Lightning Charges and drastically improve the damage output of the spell. |
Melf's First Staff | Gives +1 to spell attack rolls or DC. An alternative to The Spellsparkler in case it is used by someone else or can be dual-wielded using Dual Wielder feat | |
Phalar Aluve | Can be used to apply damage and attack roll buffs in various combat encounters. Wearing it together with other staves will require Dual Wielder feat. | |
Ranged | Bow of Awareness | The higher initiative bonus will allow you to start your turn earlier. |
Hand Crossbow +1 | 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. | |
Shield | Adamantine Shield | It provides a substantial defensive boost by reducing critical hit damage. |
Safeguard Shield | Gives a bonus to saving throws, easily accessible early in the game. | |
Head | The Shadespell Circlet | 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. |
The Lifebringer | The best defensive option in Act 1. Works well with The Spellsparkler. Without it, the item loses its purpose. | |
Cloak | - | Nothing relevant for the build in Act 1. |
Armor | The Protecty Sparkswall | Works well with The Spellsparkler for additional bonuses to Armour Class and Saving Throws with Lightning Charges. The best choice in Act 1. |
Gloves | Gloves of Belligerent Skies | 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 The Spellsparkler. |
Gloves of Missile Snaring | Defensive gloves that allow to negate enemy ranged attack. | |
Boots | Boots of Stormy Clamour | Will apply reverbation when Lightning Charges explode with The Spellsparkler. However, if you have a Cleric or other Spirit Guardians user I would prioritize it on them. |
Disintegrating Night Walkers | One of the best boots, giving a total advantage for movement on difficult surfaces. It also gives Misty Step to increase that mobility. | |
Boots of Striding | Gives additional protection against being Prone. | |
Boots of Speed | Makes it easier to avoid enemy attacks of opportunity. | |
Amulet | Psychic Spark | Excellent amulet which improves Magic Missile effectiveness, making it one of the best spells in the early game. |
Pearl of Power Amulet | A good amulet that allows restoring level 3 or lower spell slots. This way you could get additional sorcery points. | |
Amulet of Misty Step | A good amulet to obtain mobility via Misty Step and make use of bonus action. | |
Rings | Ring of Protection | Gives defensive bonuses to Armour Class and Saving Throws. |
The Sparkswall | As the build uses lightning spells, this can help to avoid lightning damage from wet surfaces. | |
Fetish of Callarduran Smoothhands | Allows Casting invisibility for free once per long rest. |
Act 2 - mid-game
For the Act 2,
Slot | Item | Description |
---|---|---|
Melee (One-Handed) | - | Continue using weapons from Act 1, as nothing comes close in terms of usefulness. |
Ranged | Bow of Awareness | Still the best bow, as initiative plays a vital role for first mover advantage during encounters. |
Darkfire Shortbow | Can be useful to precast Haste in some encounters. | |
Shield | Ketheric's Shield | The best shield for casters as it gives +1 Spell Save DC, increasing spell success. |
Sentinel Shield | What makes this shield amazing is that by wearing it you will be going first most of the time during encounters. | |
Head | Fistbreaker Helm | Adds +1 Spell Save DC improving spell success. |
Cloak | Cloak of Protection | Improves survivability and Saving Throw success. You want to equip this cloak to maintain that good Armour Class. |
Thunderskin Cloak | Can be used to inflict additional Daze effect on enemies with Reverbation. | |
Armor | The Protecty Sparkswall | Same armor from Act 1 that improves Spell Save DC. |
Robe of Exquisite Focus | Gives bonus Spell Save DC. | |
Gloves | Gloves of Belligerent Skies | The best gloves in terms of stacking bonus Reverbation, especially via Callous Glow Ring effect. You will also hit them with lightning spells which will proc the gloves. |
Boots | Boots of Stormy Clamour | Still the best boots in terms of applying various conditions. |
Evasive Shoes | Defensive shoes that improve Armor Class. | |
Amulet | Amulet of the Harpers | It allows casting a Shield spell and can be a lifesaver if attacked heavily for one turn. |
Psychic Spark | The amulet is still relevant and proves useful when you want to use lower-level spell slots on Magic Missile. | |
Amulet of Branding | Gives a good use for your bonus action, allowing allies to inflict bonus damage with physical attacks. | |
Rings | Callous Glow Ring | The ring's bonus radiant damage will help activate Gloves of Belligerent Skies and get more Reverbation stacks. |
Ring of Mental Inhibition | It is an excellent ring that can be used to apply Mental Fatigue from failed Saving Throws against your spells. | |
Coruscation Ring | As you will be using spells all the time, this is a great way to inflict additional Radiating Orb effects. | |
Ring of Spiteful Thunder | 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 |
---|---|---|
Melee (One-Handed) | Markoheshkir | The ultimate caster weapon that enables the Arcane Battery effect, special Kereska's Favour action, and other bonuses. You can pick Bolts of Doom, to get an additional cast of Chain Lightning and a generation of Lightning Charges for Magic Missile. |
Rhapsody | A very powerful weapon, that improves damage and attack rolls with each killed foe up to +3. | |
Staff of Spell Power | Gives the Arcane Battery effect which will save spell slots when casting high-level spells. Moreover, it improves Spell Save DC. | |
Ranged | Hellrider Longbow | The bonus initiative is an excellent boost to go early in combat. If it is not a surprise round, it is almost guaranteed. |
Shield | Viconia's Walking Fortress | One of the best shields in the game. Overall, it serves more of a defensive role giving advantages on Spell Saving Throws. |
Ketheric's Shield | The best shield for casters as it gives +1 Spell Save DC, increasing spell success. | |
Head | Hood of the Weave | A good caster headwear that gives bonuses to spell attack rolls and spell save DC. |
Cloak | Cloak of The Weave | Improves Spell Save DC. However, the main caveat is that this cloak is in demand by all casters. |
Cloak of Displacement | Provides an increased chance of avoiding enemy attacks with attack rolls. | |
Armor | Armour of Landfall | 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. |
Robe of the Weave | Improves Spell Save DC and also Armour Class. Excellent caster robe. | |
Gloves | Helldusk Gloves | Good gloves with a boost to Spell Save DC |
Gauntlet of the Tyrant | Boosts Spell Save DC by 1. Moreover, you get access to Command spell which can be useful to apply control without using concentration slots. | |
Quickspell Gloves | Can be an interesting option in the late game as you will get an Empowered Evocation effect on your cantrips. | |
Boots | Boots of Stormy Clamour | Still, excellent boots as they will help generate stacks of Reverbation. |
Helldusk Boots | Gives an option to pass a Saving Throw using reaction. Moreover, improves the movement via Difficult Terrain. | |
Disintegrating Night Walkers | One of the best boots in the game, enabling free movement on difficult terrains and giving Misty Step. | |
Amulet | Amulet of The Devout | Provides +2 Spell Save DC. However, it is better used on Cleric to get the bonus Channel Divinity charge. |
Fey Semblance Amulet | Advantage on mental saving throws. | |
Spellcrux Amulet | Allows restoring any level of spell slot. | |
Rings | Ring of Feywild Sparks | The ring has +1 Spell Save DC which is not mentioned in the tooltip. |
Ring of Protection | Gives additional Armour Class. | |
Coruscation Ring | 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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