Ultimate Magic Missile Build

Ultimate Magic Missile Build - Baldur's Gate 3 (BG3)

By zanuffas
Last updated:
The best Magic Missile Build for Baldur's Gate 3. This wizard build utilizes a lot of effective offensive spells, but mainly the build revolves around Magic Missiles. The good thing is that you are also an effective caster able to learn multiple spells and use them based on the situation.

Magic Missile Build

The build can become effective very early on. The spell you need is learned at level 1. However, it will be somewhat weak and require some optimizations as you play the game. However, as you progress more and more items will supplement the Magic Missiles.

Of course, being a Wizard allows you to scribe spells and you can learn a lot of them. Then you can choose the ones you need based on the situation at hand. So this does not limit you to just spamming Magic Missile icon action bg3Magic Missile. You can also cast control spells like Confusion icon action bg3Confusion, Hypnotic Pattern icon action bg3Hypnotic Pattern, etc.

That is not all, you get the unique Empowered Evocation icon passive feature bg3Empowered Evocation​ feature, that will empower spells with a bonus spellcasting modifier. This is what makes Magic Missile icon action bg3Magic Missile​ deadly in the late game. Moreover, even area-of-effect spells like Lightning Bolt icon action bg3Lightning Bolt, and Fireball icon action bg3Fireball​ will prove deadly in the end game.

The build will require multiple respecs so bear that in mind. The main reason is that for 10 levels evocation wizard does not have anything special compared to Divination.

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:

wizard scribe spells bg3

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.

wizard prepared spells bg3

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 icon action bg3Fireball​ or Wall of Fire icon action bg3Wall of Fire​. Fighting a large group of enemies, maybe include Glyph of Warding icon action bg3Glyph of Warding​ or Confusion icon action bg3Confusion​ 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.

Magic Missile Wizard Leveling Overview Expand
Level Class Selection
1 Wizard STR - 8, DEX - 16, CON - 14, INT - 17, WIS - 10, CHA - 8
Skills: Arcana, History, Investigation, Nature
Cantrips: Friends icon action bg3Friends​, Shocking Grasp icon action bg3Shocking Grasp​, Fire Bolt icon action bg3Fire Bolt
Spells: Magic Missile icon action bg3Magic Missile, Shield icon action bg3Shield​, Mage Armour icon action bg3Mage Armour​, Chromatic Orb icon action bg3Chromatic Orb​, Sleep icon action bg3Sleep
2 Wizard Subclass: Divination
Spells: Thunderwave icon action bg3Thunderwave​, Enhance Leap icon action bg3Enhance Leap
3 Wizard Spells: Cloud of Daggers icon action bg3Cloud of Daggers​, Hold Person icon action bg3Hold Person
4 Wizard Cantrips: Minor Illusion icon action bg3Minor Illusion
Spells: Misty Step icon action bg3Misty Step
Feat: Ability Improvement +2 Intelligence
5
Respec: 3 Sorcerer/2 Wizard
Subclass Sorcerer: Storm Sorcery
Spells: non-damage or utility spells.
Scribe Spells: Glyph of Warding icon action bg3Glyph of Warding, Fireball icon action bg3Fireball, Lightning Bolt icon action bg3Lightning Bolt
6 Wizard Repeat level 3-4 of Wizard
7 Wizard
Scribe Spells: Confusion icon action bg3Confusion​, Ice Storm icon action bg3Ice Storm​, Evard's Black Tentacles icon action bg3Evard's Black Tentacles
8 Wizard Spells: Counterspell icon action bg3Counterspell
9 Wizard Spells: Any
Scribe Spells: Conjure Elemental icon action bg3Conjure Elemental, Cone of Cold icon action bg3Cone of Cold, Hold Monster icon action bg3Hold Monster
10 Respec: Wizard 10 Subclass: Evocation
Feat Level 8: Dual Wielder icon passive feature bg3Dual Wielder
11 Wizard Spells: Chain Lightning icon action bg3Chain Lightning​, Globe of Invulnerability icon action bg3Globe of Invulnerability
12 Wizard Spells: Disintegrate icon action bg3Disintegrate​, Sunbeam icon action bg3Sunbeam
Feat: Alert icon passive feature bg3Alert

Starting the Game - Level 1

This section covers the creation screen and what would go into the best Races, Abilities, and Skills for the Magic Missile build. Some of these choices are impactful as you cannot respec them.

Races

Picking a race provides various benefits - abilities, dialogue options, looks, etc. Also, keep in mind whether your picked race has Shield proficiency as this can improve survivability, especially in the early game.

If you are having difficulties making a choice, pick whatever you prefer in terms of looks or roleplay. "The perfect race pick" is important if you are into extreme min-maxing.
Race Features Description
Half-Elf Baldur's Gate 3Wood Half-Elf Amazing choice, thanks to its increased movement speed. Moreover, it gets Shield proficiency and boosts Armour Class.
human bg3Human
  • Civil Militia icon passive feature bg3Civil Militia
  • Human Versatility icon passive feature bg3Human Versatility
This is one of the rare cases where I recommend this race. It complements well Bard's class with more Skill proficiencies and gets Shield Proficiency. It is a big survivability boost in the early game.
halfling bg3Halfling
  • Halfling Luck icon passive feature bg3Halfling Luck
  • Brave icon passive feature bg3Brave
Any subrace will work. What matters is the Halfling Luck icon passive feature bg3Halfling Luck​ that will improve role-playing aspects with high roll success chances. Moreover, these will also work well later, if you will plan on using some attack roll spells.

Class

The build starts with the Wizard class. You will want to gain some unique features before doing a first multiclass.

Overview
wizard bg3Wizard
Features
Arcane Recovery icon action bg3Arcane Recovery Provides a way to restore spell slots with Arcane Recovery Charges.
ico_mini_spellSlot Baldur's Gate 3Spell Slots These can be used to cast spells and are restored each long rest.

Cantrips

Cantrip Description
Fire Bolt icon action bg3Fire Bolt An effective fire spell, that you can also use to create explosions with fire wine or oil barrels.
Shocking Grasp icon action bg3Shocking Grasp This cantrip can be used in melee range and disables enemy reactions allowing you to run away. A good option to have in case enemies are very close.
Friends icon action bg3Friends If you are the main character and do most of the dialogues, this is mandatory as it gives an advantage on dialogue rolls.

Spells

From the start, the Wizard can choose 6 spells. This does not mean you will use them all, but they will be added to the spellbook that you can use to prepare spells.

You will not be able to use all of these spells. They will just be added to your spellbook, where you can select Prepared Spells, which can be used by the wizard.
Spell Description
Magic Missile icon action bg3Magic Missile Right from the start this spell is awesome. Although it does not deal huge damage, you can easily kill enemies with low HP in case you don't wish to miss it. This spell will get better as higher-tier spell slots are unlocked.
Mage Armour icon action bg3Mage 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. With high dexterity and a shield, this will easily reach 18.
Shield icon action bg3Shield A trusty spell that can be avoided early in the game. However, at later levels, once you have more level 1 spell slots, this becomes crucial to increase your survivability and avoid being hit.
Longstrider icon action bg3Longstrider I recommend adding this spell, in case no one in your group has it. Outside combat it is free to cast and greatly improves the mobility of the whole group.
Chromatic Orb icon action bg3Chromatic Orb It is a very popular spell that can hit with different elements. This way you can double-damage wet targets, or pick different elements based on the situation.
Ice Knife icon action bg3Ice Knife Creates an ice surface, which can make enemies prone. Good spell early on, but loses potential at later levels.

Some other spells to consider are - Thunderwave icon action bg3Thunderwave, Sleep icon action bg3Sleep, Witch Bolt, Feather Fall, and Enhance Leap.

Background

Backgrounds are mostly for role-playing and you can pick whatever you prefer. If you want to optimize, then it would be good to pick backgrounds that are based on your ability points of Intelligence.

Background Skills Description
Acolyte Insight
Religion
Provides proficiency in religion that is impacted by high Intelligence.
Sage Arcana
History
The most relevant background for Wizard in my opinion as both skills greatly benefit from intelligence.
Noble History
Persuasion
This option is great as it also improves Persuasion which can then be used in various dialogues.

Abilities

Now let's take a look at the abilities of the Magic Missile build. Correct allocation will allow you to maximize the early gameplay and get good modifier bonuses.

Ability Value Description
strengthStrength 8 This build does not need strength.
dexterityDexterity 16 (15+1) This plays an important role in improving armor class and increasing initiative. Going early will allow you to land damage or control spells.
constitution bg3Constitution 14 Enough Constitution for better survivability and spell concentration hold.
intelligenceproficient_ability Baldur's Gate 3Intelligence 17 (15+2) The main ability of Wizard that determines spell success chance. It will also benefit your skills related to Arcana, Religion, etc.
wisdomWisdom 10 Additional Wisdom to avoid any negative modifiers as many spells target this ability.
charismaCharisma 8 Sadly there are not many ability points left to spend here. For the main character, this could be disappointing.

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. My recommendations are to pick those at which you have a high ability modifier and these are Intelligence-related.

  • Arcana
  • History
  • Investigation
  • Nature
  • Religion

Leveling Progression - Levels 2-12

Here is the detailed progression for the Magic Missile 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

Level 2

This is where you will have left the tutorial area, and will start exploring the world. From the get-go, Wizard gets its subclass

Subclass

Although the build goal is Evocation Wizard, it only becomes effective at level 10. For this reason, it is better to Divination until then. Of course, if you are interested in the Sculpt Spells icon passive feature bg3Sculpt Spells​ feature, then you can start with Evocation from level 2.

Overview
divination wizard bg3Divination
Features
Portent icon passive feature bg3Portent The unique mechanic that allows to change dice rolls so that enemies do not avoid hit, fail saving throws, or your spells become successful.
Divination Savant Divination spells are cheaper to learn.

Spells

Spell Description
Thunderwave icon action bg3Thunderwave The spell can be used to push multiple enemies from chasms or elevation. This way they either die or get damaged. Remember, that their look will also disappear.
Enhance Leap icon action bg3Enhance Leap Allows increased jumping distance which is great for exploration. Works on all party members.

Prepared Spells

  • Shield icon action bg3Shield
  • Mage Armour icon action bg3Mage Armour
  • Magic Missile icon action bg3Magic Missile
  • Chromatic Orb icon action bg3Chromatic Orb
  • Thunderwave icon action bg3Thunderwave

Level 3

Finally, you get access to level 2 spells.

Spells

Spells Description
Hold Person icon action bg3Hold Person Holds person making it easy for your martials to exploit this. Only take this if you have 2 martials to exploit critical hits. Otherwise, you could delay it to a late game.
Cloud of Daggers icon action bg3Cloud of Daggers The biggest damage spell at level 2. it damages two times - first when you cast, second after it is the enemy's turn. You could also use this as a replacement for any spells you do not use.
Web icon action bg3Web Excellent spell that gives crowd control capabilities, just be sure that your allies don't step on it.

Scribing Spells Level 2

Spells Description
Scorching Ray icon action bg3Scorching Ray An excellent single-target spell, that later could be combined with Hat of Fire Acuity icon bg3Hat of Fire Acuity for a huge Spell Save DC boost.
Misty Step icon action bg3Misty Step Gives a boost to mobility and allows you to move around the battlefield with a bonus action.
Darkness icon action bg3Darkness Useful spell especially if you have Warlock in a group with Devil's Sight icon passive feature bg3Devil'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 icon action bg3See Invisibility A great spell to have for some world exploration and encounters.
Blindness icon action bg3Blindness A control spell that makes ranged foes useless and it does not use a Concentration slot.

Prepared Spells

  • Shield icon action bg3Shield
  • Mage Armour icon action bg3Mage Armour
  • Magic Missile icon action bg3Magic Missile
  • Chromatic Orb icon action bg3Chromatic Orb
  • Thunderwave icon action bg3Thunderwave
  • Cloud of Daggers icon action bg3Cloud of Daggers

Level 4

Now, you get some other great choice picks - the first feat is unlocked.

Cantrips

There are a few good choices here, so pick based on your preference:

Cantrip Description
Mage Hand icon action bg3Mage Hand This is a useful spell, that allows you to summon this hand. Drop some grenades or spears near it before combat. This way it can also damage enemies. Moreover, Act 1 has some places, like Underdark where it is useful.
Minor Illusion icon action bg3Minor Illusion You can use this spell before combat to gather enemies together. After that follow, up with an area of effect spell.

minor illusion usage bg3

Spells

Spells Description
Scorching Ray icon action bg3Scorching Ray An effective spell against single targets.
Misty Step icon action bg3Misty Step Use the spell for mobility to get to a higher ground or get away from enemies.

Feat

Feat Description
Ability Improvement For the first feat, my recommendation is +2 Intelligence, to improve spell success chance and better ability rolls.

Prepared Spells

  • Shield icon action bg3Shield
  • Mage Armour icon action bg3Mage Armour
  • Magic Missile icon action bg3Magic Missile
  • Chromatic Orb icon action bg3Chromatic Orb
  • Thunderwave icon action bg3Thunderwave
  • Cloud of Daggers icon action bg3Cloud of Daggers
  • Misty Step icon action bg3Misty Step

Level 5 - respec to Sorcerer Lv 3, Wizard Lv 2

Okay, here we do something unexpected, but I think necessary to get the most out of the build until level 10. You will lose prepared spells but will gain the all-powerful metamagic, which will lead you to level 10.

Keep ability points the same as Wizard, as you will still use Intelligence as a spellcasting modifier.

First, you will need to respec to a Sorcerer.

Overview
sorcerer Baldur's Gate 3Sorcerer
Features
ico_mini_spellSlot Baldur's Gate 3Spell Slots These can be used to cast spells and are restored each long rest.

Subclass

The subclass does not matter much as we will not reach a high level with Sorcerer. For this reason, just take it for first-level features. I would recommend either Storm Sorcery or Draconic Bloodline. For this build, I will go with Storm Sorcery due to its bonus mobility.

Overview
storm sorcery bg3Storm Sorcery
Features
Tempestuous Magic icon passive feature bg3Tempestuous Magic After you cast a Level 1 spell or higher you can Fly as a bonus action until the end of your turn without receiving Opportunity Attacks.

Sorcerer Features

Actions Description
Skill_Sorcerer_CreateSorceryPoints_1 Baldur's Gate 3Create Sorcery Points Spend Spell Slots to gain Sorcery Points. Once you get some more metamagic options, you could sacrifice spell slots, to cast two spells in one turn or increase your range
Skill_Sorcerer_CreateSpellSlot_1 Baldur's Gate 3Create Spell Slot Spend Sorcery Points to unlock a Spell Slot. You could create a higher tier spell slot, to increase the damage over what you can at the current level

Utilize Sorcery Points

This is a unique consumable resource for Sorcerers. These can be used for multiple use cases, that improve what the spellcaster can do:

  • Use those points to activate Metamagic like - Metamagic: Quickened Spell icon passive feature bg3Metamagic: Quickened Spell​ or Metamagic: Extended Spell icon passive feature bg3Metamagic: Extended Spell​ to improve spell effects or cast with bonus action.
  • Create spell slots, in case an emergency arises from the available pool of Sorcery Points.
  • Create Sorcery points from spell slots to fuel your use of metamagic, for the most important spells. In the late game, you can easily sacrifice level 2 spell slots, as you will not be using them much.

Cantrips

Now the important part is that you only take utility cantrips, that do not deal damage. This is because Sorcerer uses Charisma as a spellcasting modifier, but we will be putting everything into Intelligence.

The offensive cantrips you can get from Wizard in the next level.

Cantrip Description
Friends icon action bg3Friends If you are the main character and do most of the dialogues, this is mandatory as it gives an advantage on dialogue rolls.
Mage Hand icon action bg3Mage Hand Utility spell that you can use for exploration and combat.
Minor Illusion icon action bg3Minor Illusion Draw NPC's attention and make them approach the summoned illusion.
Light icon action bg3Light Light up an item or person.

Spells Level 1

Spells Description
Shield icon action bg3Shield Provides a defensive shield that can be cast as a reaction. Provides +5 Armour Class.
Mage Armour icon action bg3Mage Armour Only take this if you did not take the Draconic Bloodline subclass.
Feather Fall icon action bg3Feather Fall Allows for falling from high heights and avoiding damage.
Enhance Leap icon action bg3Enhance Leap Increases jumping distance.

Spells Level 2

Spells Description
Mirror Image icon action bg3Mirror Image Defensive spell, that does not use a Concentration slot.
Cloud of Daggers icon action bg3Cloud of Daggers The biggest damage spell at level 2. it damages two times - first when you cast, second after it is the enemy's turn. You could also use this as a replacement for any spells you do not use.

Class Passives

Sorcerers get access to unique actions - metamagic. They allow to consumption of sorcery points to enhance spellcasting. New metamagic options will be unlocked as we level up as you have more and more Sorcery Points. Choose two:

Passives Description
Metamagic: Twinned Spell icon passive feature bg3Metamagic: Twinned Spell Spells that only target 1 creature can target an additional creature. I would say this one is mandatory.
Metamagic: Extended Spell icon passive feature bg3Metamagic: Extended Spell Increases the duration of your spells. Excellent choice for crowd control casting.
Metamagic: Quickened Spell icon passive feature bg3Metamagic: Quickened Spell The best choice by far. It will allow casting with Bonus Action, and double the amount of spells you can use per turn (without Haste spell). So you can easily cast two Magic Missile or other spells to eliminate multiple targets.

Utilize Metamagic

This is another powerful tool in Sorcerer's arsenal. It needs Sorcery points to work and consumes them for unique effects:

  • Use Metamagic: Twinned Spell icon passive feature bg3Metamagic: Twinned Spell​ to target or release two spells that have single targets. This works well with Command, Fireball, Chain Lightning, etc.
  • Metamagic: Quickened Spell icon passive feature bg3Metamagic: Quickened Spell​ allows casting with a bonus action, allowing you to cast two times without needing Haste. This is perfect for setting up combos or removing foes with two strong spells.

There are more types of metamagic, so be sure to explore them for the best combos.

Multiclass into Wizard Level 2

Multiclassing is a unique mechanic that allows taking a second, third, etc. class to gain its unique features. So for this build, you will be able to scribe spells and get sorcerer features for the time being.

multiclass button level up screen bg3

So here, for 4th and 5th levels take Wizard as before, and remember to take Divination Subclass.

Multiclass only works on Balanced and higher difficulties. If playing on casual, you can change them or just continue with pure Divination Wizard until level 10.

Scribing Spells level 3

Because you are still a Wizard you can access level 3 spells. Be sure to learn them from the scrolls:

Spells Description
Fireball icon action bg3Fireball The iconic spell deals a good amount of damage in a wide area of effect.
Lightning Bolt icon action bg3Lightning Bolt A lightning spell that targets enemies in a straight line. Deals good damage which can be doubled with wet status. This can be applied by breaking a water bottle or casting a spell by a cleric or Druid.
Haste icon action bg3Haste Together with Metamagic: Twinned Spell icon passive feature bg3Metamagic: Twinned Spell​ you could buff yourself and one ally for another action point.
Hypnotic Pattern icon action bg3Hypnotic Pattern A very strong crowd-control spell that targets a wide area.
Glyph of Warding icon action bg3Glyph of Warding It can cause damage using most elements, so if the enemy is wet, just use the Lightning/Cold element. However, the most important aspect is that it can put multiple targets to sleep. This can easily invalidate many fights.

Prepared Spells

Here are the best spells that you could add for level 5. Overall, you will still use low-level spells due low amount of spell slots.

  • Magic Missile icon action bg3Magic Missile
  • Fireball icon action bg3Fireball
  • Lightning Bolt icon action bg3Lightning Bolt
  • Glyph of Warding icon action bg3Glyph of Warding
  • Chromatic Orb icon action bg3Chromatic Orb

Level 6 - Wizard Lv 3

Overall, nothing special here, just a repeat of what you did at level 3.

Spells

Take anything that is not yet accessible, as most likely you will have all the spells you need.

Level 7 - Wizard Lv 4

The same repeats again. Just be sure to pick the correct feat.

Cantrips

You should already have all the cantrips you need, so pick the one that you do not have access to yet. Just avoid True Strike icon action bg3True Strike.

Spells

Pick any level 2 spell you don't have or find interesting to try out.

Feat

Feat Description
Ability Improvement For the first feat, my recommendation is +2 Intelligence, to improve spell success chance and better ability rolls.

Scribing Spells Level 4

Because you are a Wizard you can access level 4 spells. Be sure to learn them from the scrolls:

Spells Description
Confusion icon action bg3Confusion An amazing spell, that can make multiple encounters very easy. Enemies may start attacking each other or even skip their turns.
Evard's Black Tentacles icon action bg3Evard's Black Tentacles The spell targets the Strength ability, making it very strong against particular enemies.
Ice Storm icon action bg3Ice Storm Ice Spell also creates ice surfaces, which can make enemies prone and skip their turns.
Wall of Fire icon action bg3Wall of Fire Powerful fire spell, that can create choke points and damage enemies two times - on initial cast and target turn.

Prepared Spells

  • Magic Missile icon action bg3Magic Missile
  • Fireball icon action bg3Fireball
  • Lightning Bolt icon action bg3Lightning Bolt
  • Glyph of Warding icon action bg3Glyph of Warding
  • Chromatic Orb icon action bg3Chromatic Orb
  • Confusion icon action bg3Confusion
  • Hypnotic Pattern icon action bg3Hypnotic Pattern
  • Ice Storm icon action bg3Ice Storm

Level 8 - Wizard Lv 5

As you already had access to level 3 spells via scroll scribing, nothing special happens now.

Spells

Pick the one spell below and for the second, anything that you prefer.

Spells Description
Counterspell icon action bg3Counterspell Extremely effective spell, as it can cancel enemy casters. This cannot be learnt from scrolls so be sure to take it.

Prepared Spells

  • Magic Missile icon action bg3Magic Missile
  • Fireball icon action bg3Fireball
  • Lightning Bolt icon action bg3Lightning Bolt
  • Glyph of Warding icon action bg3Glyph of Warding
  • Chromatic Orb icon action bg3Chromatic Orb
  • Confusion icon action bg3Confusion
  • Hypnotic Pattern icon action bg3Hypnotic Pattern
  • Ice Storm icon action bg3Ice Storm
  • Counterspell icon action bg3Counterspell

Level 9 - Wizard Lv 6

This will be the last level of Divination Wizard before jumping to Evocation Wizard. Here are the main features.

Action Description
Expert Divination icon passive feature bg3Expert Divination Allows regaining Portent dies.

Spells

Pick any spell that you would like to have. Otherwise, everything is covered for level 3 choices.

Scribing Level 5 Spells

Because you are a Wizard you can access level 5 spells. Be sure to learn them from the scrolls:

Spells Description
Cone of Cold icon action bg3Cone of Cold An effective ice spell that will deal double damage against wet targets.
Conjure Elemental icon action bg3Conjure Elemental You can summon Water Myrmidon which can wet enemies in a wide area. Follow up with lightning or ice spells for double damage.
Hold Monster icon action bg3Hold Monster Hold a single monster. This disables their actions and allows your martials to exploit it for guaranteed critical hits. Only use this on high HP enemies.

Prepared Spells

  • Shield icon action bg3Shield
  • Mage Armour icon action bg3Mage Armour
  • Magic Missile icon action bg3Magic Missile
  • Misty Step icon action bg3Misty Step
  • Glyph of Warding icon action bg3Glyph of Warding
  • Counterspell icon action bg3Counterspell
  • Fireball icon action bg3Fireball
  • Lightning Bolt icon action bg3Lightning Bolt
  • Conjure Elemental icon action bg3Conjure Elemental
  • Ice Storm icon action bg3Ice Storm

Level 10 - respec Evocation Wizard Lv 10

Okay, here we will do a respec again. We will throw out the Sorcerer and get the Evocation Wizard to finally activate Magic Missiles

Start again with Wizard, and be sure to pick the Evocation Wizard subclass.

Subclass - level 2

Overview
wizard evocation bg3Evocation
Features
Sculpt Spells icon passive feature bg3Sculpt Spells You avoid targeting allies with friendly fire when using area spells.
Evocation Savant Evocation spells are cheaper.

Feat - level 8

At level 8 you will gain a second feat once respeccing. Here are my recommendations:

Feat Description
Dual Wielder icon passive feature bg3Dual Wielder if you want to maximize Magic Missile Damage this option is mandatory in my opinion. You can stack Lightning Charges with two specific staves and greatly improve damage output.
Alert icon passive feature bg3Alert If you have more than one caster in the party, other good staves may be taken, in this case, going with a weapon and shield and getting Alert icon passive feature bg3Alert​ is a perfect choice. This almost guarantees that you go first.

Level 10 Features

As Evocation Wizard you get the main feature we need to make the Magic Missile build work.

Feature Description
Empowered Evocation icon passive feature bg3Empowered Evocation Your evocation spells get a damage bonus from the spellcating modifier which is Intelligence. With Magic Missile icon action bg3Magic Missile​ you can stack this up, for some big numbers.

Spells

Pick any spells that you have not yet scribed. Be sure to have Conjure Elemental icon action bg3Conjure Elemental​ for Water Myrmidon.

Level 11 - leveling options

And here I come again with more decisions. Here you can again multiclass into different classes, or continue with Wizard. Overall, this will not make a huge difference in the grand scheme of Magic Missile Build.

By multiclassing, you will have to respec again. The main problem is that your Wizard class has to be the last multiclass so that items and scrolls use the correct spellcasting modifier - intelligence.

Let me go through the options

  • Tempest Cleric - if you are a fan of lightning spells, this subclass is all you need. You get access to Create Water icon action bg3Create Water​ and most importantly Destructive Wrath icon passive feature bg3Destructive Wrath​ which maximizes Lightning damage. You can easily pull off 200+ damage with Chain Lightning icon action bg3Chain Lightning.
  • Sorcerer - 2 levels of Sorcerer are not much. You will get some spells like Shield icon action bg3Shield​ which will save spell slots. You also can access Metamagic: Twinned Spell icon passive feature bg3Metamagic: Twinned Spell, to cast double Chain Lightning icon action bg3Chain Lightning​ or other spells like Disintegrate icon action bg3Disintegrate.
  • Wizard - continue with Wizard. This will give access to the third feat, which is a good choice. Most likely it will be Alert icon passive feature bg3Alert, more or less guaranteeing that you go first.

For the guide's simplicity, I will be going with Wizard. Taking the other two may be better for damage, but at this stage the build already destroys enemies, and going first with Alert icon passive feature bg3Alert​ just emphasizes that.

Accessing Artistry of War

Curriculum of Strategy: Artistry of War icon action bg3Curriculum of Strategy: Artistry of War​ is an upgraded version of Magic Missiles, that only Wizard can learn. It is accessed through Sorcerous Sundries in Lower City, Act 3.

Once there go to the second floor, unlock the locked door, and look for Clasped Book. Interacting with it will open a portal. You will need to enter the secret Vault, where you obtain Red Knight's Final Stratagem. After reading it you will get Scroll of Artistry of War. Do not use it, but scribe it with Wizard.

Spells

There are a lot of good spells but for now, pick two. The rest can be learned via scribing.

Spells Description
Chain Lightning icon action bg3Chain Lightning The ultimate damage spell, that works extremely well with Wet enemies. You probably already have Conjure Elemental icon action bg3Conjure Elemental, so this combo can be done with Water Myrmidon.
Globe of Invulnerability icon action bg3Globe of Invulnerability A good spell that gives invulnerability to anyone who stands in it. Useful in many of the late-game encounters, especially if it's your first playthrough.

Scribing Level 6 Spells

Besides the spells that you picked, here are a few more that I recommend scribing to get access as soon as possible. You will also get two more spells at level 12.

Spells Description
Curriculum of Strategy: Artistry of War icon action bg3Curriculum of Strategy: Artistry of War This can be obtained in the Sorcerous Sundries vault. Only Wizard can scribe it. It is an upgraded version of the Magic Missile icon action bg3Magic Missile​ spell.
Otto's Irresistible Dance icon action bg3Otto's Irresistible Dance This spell is guaranteed to activate. However, it can be canceled on the next turn if enemies pass the saving throw check.
Sunbeam icon action bg3Sunbeam A very cost-efficient spell that blinds targets and can be recast each turn without expending the spell slot. It is extremely powerful in one Act 3 encounter.
Arcane Gate icon action bg3Arcane Gate Useful spell to have in some encounters.
Wall of Ice icon action bg3Wall of Ice The most powerful Ice spell, use it together with Wet status.

Prepared Spells

  • Shield icon action bg3Shield
  • Mage Armour icon action bg3Mage Armour
  • Magic Missile icon action bg3Magic Missile
  • Glyph of Warding icon action bg3Glyph of Warding
  • Chain Lightning icon action bg3Chain Lightning
  • Globe of Invulnerability icon action bg3Globe of Invulnerability
  • Confusion icon action bg3Confusion
  • Fireball icon action bg3Fireball
  • Lightning Bolt icon action bg3Lightning Bolt
  • Ice Storm icon action bg3Ice Storm
  • Curriculum of Strategy: Artistry of War icon action bg3Curriculum of Strategy: Artistry of War

Level 12

This is the final level of Magic Missile Build, overall you should have everything covered by now, so it is only minor optimizations.

Spells

These are the last two spells that you can pick. You will probably have everything learned by this time that you need. So just take anything:

Features Description
Disintegrate icon action bg3Disintegrate The spell is a strong single target killer and almost no enemies are resistant to this damage type.
Sunbeam icon action bg3Sunbeam Deadly spell against some enemies that are weak to light and radiant damage. Sunbeam can be recast as long as you maintain Concentration.

Feat

Here I will repeat the feats from level 8, as you should be picking one of them.

Feat Description
Dual Wielder icon passive feature bg3Dual Wielder Recommended option if you did not take it, and have free staves to equip
Alert icon passive feature bg3Alert My recommended choice. Going first will guarantee that you can either remove key targets or cast a Control spell.
Lucky icon passive feature bg3Lucky Enables you to reroll dice with an advantage, and can be used to make a spell successful if it fails.

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.

  1. Act 1 - Auntie Ethel Hair - you will want to get +1 Intelligence if you pick this choice.
  2. Act 3 - Mirror of Loss - pick +2 Intelligence.

This will allow you to reach 22 natural Intelligence, and result in a +6 ability modifier on your spells and rolls.

Potions, Elixirs and Consumables

Let's take a look at what consumables we 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 bg3Potion 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 bg3Potion of Animal Speaking Although not something powerful, it is worth stocking up and saving a spell slot.
potion of invisibility bg3Potion of Invisibility Can be used to get a perfect position before the encounter starts.

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.

Remember to activate one elixir after each Long Rest. These are found plentiful throughout the game, so don't save them too much.
Consumable Description
elixir of bloodlust bg3Elixir of Bloodlust You gain additional action by killing an enemy. This is one of the best options that you can use. Magic Missile icon action bg3Magic Missile​ can easily guarantee you a kill, which you can follow up with more spells.
elixir of battlemage's power bg3Elixir of Battlemage's Power Gain 3 stacks of Arcane Acuity. I would say this should be the most used Wizard elixir for higher spell success.
elixir of peerless focus bg3Elixir of Peerless Focus Another good choice, particularly once you start using Spirit Guardians and control spells.
superior elixir of arcane cultivation bg3Superior 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 bg3Supreme Elixir of Arcane Cultivation Grant's a single level 4 spell slot. Could be useful in case you are preparing for a longer encounter.
elixir of vigilance bg3Elixir of Vigilance For some encounters, you will want to go first. This elixir will ensure that it overcomes even surprise mechanics. However, if you have Alert icon passive feature bg3Alert​ this becomes redundant.

Illithid Powers

This special mechanic in Baldur's Gate 3 allows you to consume tadpoles and unlock special Illithid Powers. These range from somewhat useful, to extremely deadly. I would like to leave a few recommendations:

Base Illithid Powers

Order Illithid Power Description
1 Favourable Beginnings icon passive feature bg3Favourable Beginnings Very useful power to take as it does not have any costs, and provides only benefits on the first hits.
3 Concentrated Blast icon action bg3Concentrated Blast Taking only for progression, to unlock the next power.
4 Cull the Weak icon passive feature bg3Cull the Weak Passive feature that does not cost anything and automatically deals bonus psychic damage around the target, once it is close to death.
5 Transfuse Health icon action bg3Transfuse Health Taking it for progression
6 Shield of Thralls icon action bg3Shield of Thralls Taking for progression, to unlock the next power, but it also provides a good bonus as temporary health, that can be cast before combat.
7 Force Tunnel icon action bg3Force Tunnel Mainly taking for progression
8 Displace icon action bg3Displace Mainly taking for progression

Elite Illithid Powers

These become unlocked later in the game as you progress. They are extremely powerful additions to the build.

Order Illithid Power Description
1 freecast bg3Freecast Removes any cost of spell slots or consumable resources
2 black hole bg3Black Hole Amazing power, that pulls enemies together and slows them. After that, you can follow up with Fireball, Fear, etc.
3 psionic dominance bg3Psionic Dominance You can use this similarly to Counterspell, and disable enemy spell.
4 illithid expertise bg3Illithid Expertise Expertise in bonus skills from this power is not mandatory as Bard already covers most of these.
6 mind sanctuary bg3Mind Sanctuary Extremely valuable power that can also help other casters to use up their Bonus action effectively.

Equipment Recommendations

Now I would like to go through some gear recommendations to maximize the Magic Missile Build. Items are especially important as they take the build to the next level thanks to their unique effects.

Act 1

For the game to begin, you will want to obtain The Spellsparkler icon bg3The Spellsparkler, as it will give a big boost to Magic Missile icon action bg3Magic Missile​ damage. This can be done easily at level 3.

Besides that, it is normal caster progression. Be sure to equip a shield if you can.

Slot Item Description
melee slot bg3Melee (One - Handed) The Spellsparkler icon bg3The Spellsparkler This is the best stave that you can use for Magic Missile Build. Each attack will stack Lightning Charges for bonus damage.
Melf's First Staff icon bg3Melf's First Staff This is the best item that you can use in Act 1. It improves your spell success chance.
ranged slot bg3Ranged Bow of Awareness icon bg3Bow of Awareness Gives bonus initiative, allowing one to go earlier in combat
Hand Crossbow +1 icon bg3Hand Crossbow +1 Equip two of these so that you can attack with your bonus action. This is an amazing weapon as you can use bonus action to break water bottles to apply wet.
offhand slot bg3Shield Adamantine Shield icon bg3Adamantine Shield It provides a substantial defensive boost by reducing critical hit damage.
Safeguard Shield icon bg3Safeguard Shield Gives a bonus to saving throws, easily accessible early in the game.
helmet slot bg3Head The Shadespell Circlet icon bg3The Shadespell Circlet The best headwear in Act 1. Just be sure to be obscured if you can.
cloak slot bg3Cloak The Deathstalker Mantle icon bg3The Deathstalker Mantle The only option in Act 1 that is okay, is by providing once-per-turn invisibility. Only available to Dark Urge origin.
armor slot bg3Armor The Protecty Sparkswall icon bg3The Protecty Sparkswall Best clothing for caster in Act 1.
gloves slot bg3Gloves Gloves of Belligerent Skies icon bg3Gloves of Belligerent Skies These gloves work very well with Lightning charges from The Spellsparkler icon bg3The Spellsparkler. Later on, you will get another ring that will give even more Reverbation stacks.
Bracers of Defence icon bg3Bracers of Defence Decent early-game gloves that give good armor class, in case you do not have Shield proficiency.
boots slot bg3Boots Boots of Stormy Clamour icon bg3Boots of Stormy Clamour These are not the best boots, but they are good, especially if you use other spells that apply conditions besides Magic Missile icon action bg3Magic Missile.
The Watersparkers icon bg3The Watersparkers Very effective boots, that allow you to have 3 Lightning Charges, before you initiate combat. Just dorp water bottle, attack with offhand to break it. It will electrify water and you can deal more damage from the get-go.
Evasive Shoes icon bg3Evasive Shoes Great shoes that give bonus armor class. I recommend these if you cannot wear a shield.
amulet slot bg3Amulet Psychic Spark icon bg3Psychic Spark The best amulet for Magic Missile Build until Act 3. It gives additional missiles and you can cast a level 1 spell, to save some slots for each long rest.
Pearl of Power Amulet icon bg3Pearl of Power Amulet Restore up to level 3 spell slot. Can be unequipped after use.
Amulet of Misty Step icon bg3Amulet of Misty Step Gives mobility improvement thanks to the Misty Step icon action bg3Misty Step​ spell.
ring slot bg3Rings Ring of Absolute Force icon bg3Ring of Absolute Force This ring works very well with Reverbation as it will improve its Thunder damage.
Ring of Protection icon bg3Ring of Protection The best option for Act 1. The bonus Armour Class is a great boost for survivability.

Act 2 - mid-game

Slot Item Description
melee slot bg3Melee (One-handed) The Spellsparkler icon bg3The Spellsparkler Still the best Staff for Magic Missile Build
ranged slot bg3Ranged Ne'er Misser icon bg3Ne'er Misser This crossbow will give you a free cast of Level 3 Magic Missile icon action bg3Magic Missile. If you equip it be sure to use it with Hand Crossbow +1 icon bg3Hand Crossbow +1 in the offhand.
Darkfire Shortbow icon bg3Darkfire Shortbow Amazing bow that allows to precast Haste before combat. This may not seem big as you can use Potion of Speed, but sometimes its short duration is not enough.
offhand slot bg3Shield Ketheric's Shield icon bg3Ketheric's Shield The best shield there is for a caster.
Adamantine Shield icon bg3Adamantine Shield It provides a substantial defensive boost by reducing critical hit damage.
helmet slot bg3Head Hat of Fire Acuity icon bg3Hat of Fire Acuity This hat is the best option if you will take Scorching Ray icon action bg3Scorching Ray​ from Magical Secrets. Otherwise, you can skip it.
Fistbreaker Helm icon bg3Fistbreaker Helm Improves spell success chance and increases the likelihood of going first.
cloak slot bg3Cloak Thunderskin Cloak icon bg3Thunderskin Cloak As you will be constantly applying Reverbation, this cloak is amazing and allows Dazing enemies who dare to attack you.
Cloak of Protection icon bg3Cloak of Protection Improves survivability and Saving Throw success.
armor slot bg3Armor The Protecty Sparkswall icon bg3The Protecty Sparkswall Still the best option even in Act 2. This requires Lightning Charges, to unlock full potential.
Robe of Exquisite Focus icon bg3Robe of Exquisite Focus Another robe that gives +1 Spell Save DC.
gloves slot bg3Gloves Gloves of Belligerent Skies icon bg3Gloves of Belligerent Skies In Act 2 these will also work extremely well with Callous Glow Ring icon bg3Callous Glow Ring.
boots slot bg3Boots Boots of Arcane Bolstering icon bg3Boots of Arcane Bolstering These boots can give a huge damage boost. However, this will require some preparation and getting close to enemies to receive Threaten status. Check the combat section below for how to utilize it. If you want to avoid complicated setups check other options.
Boots of Stormy Clamour icon bg3Boots of Stormy Clamour Can apply reverbation with spells causing conditions.
amulet slot bg3Amulet Psychic Spark icon bg3Psychic Spark Still the best amulet to use for optimal Magic Missile icon action bg3Magic Missile​ damage.
ring slot bg3Rings Callous Glow Ring icon bg3Callous Glow Ring Amazing ring, that works well with this build. You will get bonus Reverbation stacks while wearing Gloves of Belligerent Skies icon bg3Gloves of Belligerent Skies. Moreover, be sure to cast illumination spells like Light icon action bg3Light​ or Daylight icon action bg3Daylight​ on yourself or your enemies so that they will be illuminated. Or have someone with an illuminated weapon close.
Ring of Absolute Force icon bg3Ring of Absolute Force This ring will be even more powerful as you can apply Reverbation stacks faster with the Callous Glow Ring icon bg3Callous Glow Ring.
Coruscation Ring icon bg3Coruscation Ring This ring is amazing if you do not care about maximum damage. You can debuff enemies with Radiant Orbs, and decrease their attack rolls.

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.

There are two main setups that I see, that I would like to cover with weapons:

Now, for the other equipment:

Slot Item Description
melee slot bg3Melee (One - Handed) Markoheshkir icon bg3Markoheshkir
(BiS)
The best caster staff in the game (well, almost the best). This fits the build extremely well and you can use Kereska's Favour to activate Bolts of Doom. This enables you to generate Lightning Charges so you can take off The Spellsparkler icon bg3The Spellsparkler. Moreover, you gain access to Chain Lightning icon action bg3Chain Lightning​ and Lightning Bolt icon action bg3Lightning Bolt​ each short rest.
Rhapsody icon bg3Rhapsody The second-best weapon for Magic Missile build. It requires you to kill 3 enemies (this can be done by taking out some guards) which buffs up each Missile with a flat 3 damage bonus. Moreover, it improves Spell Save DC for other spells.
The Spellsparkler icon bg3The Spellsparkler In case for some reason you do not have access to one of the weapons below, this staff will still serve its purpose.
ranged slot bg3Ranged Hellrider Longbow icon bg3Hellrider Longbow
(BiS)
Gives a big boost to the initiative, guaranteeing that you can go first. However, you will need to get Longbow proficiency from race.
helmet slot bg3Head Hood of the Weave icon bg3Hood of the Weave The hood gives solid +2 Spell Save DC, greatly improving spell success chance.
Hat of the Sharp Caster icon bg3Hat of the Sharp Caster If you want to maximize the damage of Magic Missile icon action bg3Magic Missile​ this hat helps with that. However, do not expect huge numbers, it's less than 10% per missile. For Curriculum of Strategy: Artistry of War icon action bg3Curriculum of Strategy: Artistry of War​ it's even less.
cloak slot bg3Cloak Cloak of The Weave icon bg3Cloak of The Weave Improve Spell Save DC by one, the best option for a direct increase in build effectiveness.
Cloak of Displacement icon bg3Cloak of Displacement
Improves the chances of attacks missing the wearer until getting hit for that turn.
Thunderskin Cloak icon bg3Thunderskin Cloak As you will be constantly applying Reverbation, this cloak is amazing and allows Dazing enemies who dare to attack you.
armor slot bg3Armor Armour of Landfall icon bg3Armour of Landfall
(BiS)
As a caster that heavily relies on Concentration spells, this is probably the best armor to wear. The Constitution saving throw advantage is more than awesome.
Robe of the Weave icon bg3Robe of the Weave The best clothing for caster. It not only improves spellcasting but also provides a +2 Armour Class.
gloves slot bg3Gloves Gloves of Belligerent Skies icon bg3Gloves of Belligerent Skies Use this to stack Reverbation from lightning, thunder, and radiant damage.
gauntlets of the tyrant bg3Gauntlets of the Tyrant Another option in Act 3, also gives a level 3 Command spell for each Long Rest. The gloves provide +1 Spell Save DC,
boots slot bg3Boots Boots of Arcane Bolstering icon bg3Boots of Arcane Bolstering Still the best boots, if you are not lazy of doing all the setups.
Boots of Stormy Clamour icon bg3Boots of Stormy Clamour Can apply reverbation with spells causing conditions.
amulet slot bg3Amulet Amulet of Elemental Torment icon bg3Amulet of Elemental Torment
(BiS)
Although this would be best in slot amulet, it can be irritating to activate. You will need Fire surfaces to utilize the bonus damage.
Amulet of The Devout icon bg3Amulet of The Devout The +2 Spell Save DC is a huge boost, giving a large success improvement for spells.
Spellcrux Amulet icon bg3Spellcrux Amulet Restores up to level 6 spell slots. After using it, you can unequip it for another amulet.
ring slot bg3Rings Callous Glow Ring icon bg3Callous Glow Ring The ring still stands on top for improved damage and applying Reverbation stacks.
Ring of Absolute Force icon bg3Ring of Absolute Force Improves burst damage from 5 Reverbation stacks by 1.
Coruscation Ring icon bg3Coruscation Ring If you are more keen on debuffing enemy attack rolls, use this one.

Build Mechanics

In this section, I would like to dive deep into how to play the Magic Missile Build. This will help you utilize it to the fullest and correctly use various actions and spells throughout the game.

Important Mechanics and Combos

The build is very versatile, allowing one to take full control of enemy actions.

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 icon action bg3Create or Destroy Water
  • Storm Sorcerer gets access to Create or Destroy Water icon action bg3Create or Destroy Water​ at level 6
  • Throw Water bottle
  • Have Conjure Elemental icon action bg3Conjure Elemental​ to summon Water Myrmidon and apply Healing Vapours icon action bg3Healing Vapours.
  • The easiest, drop the water bottle on the ground and destroy it with an attack (an offhand attack with 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 icon action bg3Chain Lightning, Lightning Bolt icon action bg3Lightning Bolt, Cone of Cold icon action bg3Cone of Cold, etc.

Expeditious Retreat bonus damage

With the Boots of Arcane Bolstering icon bg3Boots of Arcane Bolstering, you can further boost your magic Magic Missile icon action bg3Magic Missile​ damage. This is in a sense somewhat easy and hard. It's easy because you only need to activate one level 1 spell and use a bonus action to Dash.

The hard part becomes remembering this and not forgetting to cast another spell to break the concentration. Overall, if you can do this setup, the damage boost is amazing.

What you need to do:

  1. Cast Expeditious Retreat icon action bg3Expeditious Retreat​ before combat.
  2. During combat activate a special Dash from the side hotbar, that uses bonus action.
  3. Make sure the enemy is Threatened, this can be easily achieved by moving your ally close to them.
  4. Release the Magic Missile icon action bg3Magic Missile​ for a good damage boost.

This is somewhat tedious and I did not use it much myself. Of course, if I knew a difficult encounter was coming, I would do this.

Phalar Aluve bonus damage

Want to take damage even further? Then you can utilize your group members, usually clerics to go close to the enemies and activate Phalar Aluve: Shriek. Each Magic Missile icon action bg3Magic Missile​ will deal a bonus 1d4 thunder damage, increasing damage output even further.

Elemental Torment

This is the last improvement to do to maximize your Magic Missile icon action bg3Magic Missile​ damage. In Act 3 you can obtain Amulet of Elemental Torment icon bg3Amulet of Elemental Torment. With it, you can further add 1d4 fire damage to each missile.

The setup can be done in multiple ways:

  • Walk on a fire surface from a spell like Fireball icon action bg3Fireball​ or some explosive grease.
  • Use Alchemist's Fire consumable. First, drop it on the ground and then destroy it with offhand attack.

If you are not lazy with this setup this is another 2.5 average damage bonus on each missile.

Early Game Combat

Let's cover how you should progress combat levels 1-6.

  • Very early in the game, you will not have many big damage-dealing spells. Sleep icon action bg3Sleep​ is an effective option for dealing with single targets. Use this until level 4-5.
  • Remember to cast Mage Armour icon action bg3Mage Armour​ after a Long rest, it's a big survivability boost for a caster.
  • Magic Missile icon action bg3Magic Missile​ becomes very effective after obtaining The Spellsparkler icon bg3The Spellsparkler. Overall you should use it if you want a guaranteed finish of the enemy or multiple enemies with a few HP. They will also get greatly empowered with Gloves of Belligerent Skies icon bg3Gloves of Belligerent Skies in terms of damage.
  • Cloud of Daggers icon action bg3Cloud of Daggers​ is a very effective damage spell at level 3. Use it to hit multiple enemies multiple times.
  • Wet status from Create Water icon action bg3Create Water​ or Water Bottle + Lightning Bolt icon action bg3Lightning Bolt​ almost guarantees a win in the encounter. You can do this from level 5.
  • Glyph of Warding icon action bg3Glyph of Warding​ can be used to put multiple enemies to sleep. This is especially effective if you know that your other area of effect spells will not be enough to effectively damage targets.
  • Hold Person icon action bg3Hold Person​ is a great spell, but I only recommend using it if you have an 80% success chance, otherwise, it is not worth risking the whole action point.

Late Game Combat

The Magic Missile Build comes online at about level 10. This is when you get Empowered Evocation icon passive feature bg3Empowered Evocation​. As a Wizard you can cast various damage and control spells, but I will mainly emphasize Magic Missile icon action bg3Magic Missile​ usage:

  1. Check the Combo section on how to maximize the Magic Missile icon action bg3Magic Missile​ and Curriculum of Strategy: Artistry of War icon action bg3Curriculum of Strategy: Artistry of War​ damage. The latter is an upgraded version and I recommend using it on stronger enemies that have at least 100 HP.
  2. For good damage, Gloves of Belligerent Skies icon bg3Gloves of Belligerent Skies, Markoheshkir icon bg3Markoheshkir, Callous Glow Ring icon bg3Callous Glow Ring already ensure that you deal high damage. With further optimizations, you can reach some big numbers.
  3. Make sure you have a Light icon action bg3Light​ spell on yourself or ally with a shining weapon to illuminate enemies. This way you will deal a bonus 2 Radiant damage from Callous Glow Ring icon bg3Callous Glow Ring.
  4. Before combat, I recommend activating Expeditious Retreat icon action bg3Expeditious Retreat​ so that you can use bonus action in combat to activate Arcane Synergy for bonus damage.
  5. And you are ready to launch your missiles!

Here are some other tips that I think are helpful in general for Wizard.

  • Sleet Storm icon action bg3Sleet Storm​ is an amazing spell, if you have Warlock or Bard, use it together with Hunger of Hadar icon action bg3Hunger of Hadar​ to disable a large group of enemies.
  • Ice Storm icon action bg3Ice Storm​ is a great spell to create ice surfaces and does not require concentration.
  • You can summon Water Myrmidon with Conjure Elemental icon action bg3Conjure Elemental​. Use it together with Markoheshkir icon bg3Markoheshkir for Chain Lightning icon action bg3Chain Lightning​ double damage. This will clear multiple enemies making most encounters a cakewalk.
  • If you are fighting a boss first time, I recommend Globe of Invulnerability icon action bg3Globe of Invulnerability​. This will greatly reduce risks and allow you to evaluate the encounter, before jumping into offensive combat.
  • Confusion icon action bg3Confusion​ is an amazing spell, that can be cast on the first turn. I recommend using it if you see multiple enemies bunched up together. This way all of them get affected and they can start fighting each other.

Build Variations

There are a few variations that the build could be changed about. I think it is more for advanced players who are likely doing some deeper optimizations.

Setup Description
  • 2 Lv Cleric
  • 10 Lv Wizard
This can be an extremely strong setup, especially if you take Tempest Domain Cleric. It can maximize Chain Lightning icon action bg3Chain Lightning​ damage, using Destructive Wrath icon passive feature bg3Destructive Wrath​. Apply Wet, and you will see damage of up to 200 per target. You also gain heavy armor and shield proficiency, but this is optional in the late game.
  • 12 Lv Wizard
This is what I covered in the build, and it gives access to the third Feat.
  • 2 Lv Sorcerer
  • 10 Lv Wizard
By going with Sorcerer you can obtain Saving Throw proficiency for Constitution. This allows you to better maintain Concentration. Moreover, you get metamagic, allowing you to double cast spells like Chain Lightning icon action bg3Chain Lightning​ and Disintegrate icon action bg3Disintegrate​.

Conclusion

Thank you for reading the Magic Missile build for Baldur's Gate 3. It is a unique setup that exploits two spells, similar to homing missiles - which never miss. The build uses Wizard class due to Empowered Evocation icon passive feature bg3Empowered Evocation​. The post should help you with correct leveling setup and gear pickups.

Cheers!

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Discussion

Anonymous

Hi, I have a question. How the + attack roll work with magic missiles? It adds 1 per cast or per projectile?

you mean + damage or + attack roll? Attack rolls don't have an impact on Magmic Missile damage as they have 100% chance to hit.

Damage works per missile :)

Anonymous

Hello, the guide looks pretty good but i am having a little bit of trouble how to progress after the subclass respec part. Instead of "just do the same with 2 levels before" could you explain a bit more specific? Because i am new to the game and kinda lost on how to give points on classes

Hey I updated the post with additional section, could you look if it is clearer now?

The idea is that you need to multiclass into Wizard. I have a guide covering this mechanic in more details - https://gamestegy.com/post/bg3/865/multiclass-guide

You can also join Discord - https://discord.gg/ZFQUsyFtA3 if you have any more questions :)

Anonymous

Nice to see Wizard finally getting some love. I might use this at some point. Also, did you happen to see some builds called the Immortal Wizard? Any chance you might give your take on it?

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zanuffas
Gamestegy Founder. I have been writing game guides and builds for 4 years. I like to push myself to create something wonderful for the readers!