Ultimate Magic Missile Build - Baldur's Gate 3 (BG3)
Contents
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. You can also cast control spells like Confusion, Hypnotic Pattern, etc.
That is not all, you get the unique Empowered Evocation feature, that will empower spells with a bonus spellcasting modifier. This is what makes Magic Missile deadly in the late game. Moreover, even area-of-effect spells like Lightning Bolt, and Fireball 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:
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.
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.
Race | Features | Description |
---|---|---|
Wood Half-Elf |
|
Amazing choice, thanks to its increased movement speed. Moreover, it gets Shield proficiency and boosts Armour Class. |
Human |
|
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 |
|
Any subrace will work. What matters is the Halfling 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 | |
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
Cantrip | Description |
---|---|
Fire Bolt | An effective fire spell, that you can also use to create explosions with fire wine or oil barrels. |
Shocking 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 | 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.
Spell | Description |
---|---|
Magic 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 | 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 | 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 | 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 | 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 | 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, Sleep, 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 |
---|---|---|
Strength | 8 | This build does not need strength. |
Dexterity | 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 | 14 | Enough Constitution for better survivability and spell concentration hold. |
Intelligence | 17 (15+2) | The main ability of Wizard that determines spell success chance. It will also benefit your skills related to Arcana, Religion, etc. |
Wisdom | 10 | Additional Wisdom to avoid any negative modifiers as many spells target this ability. |
Charisma | 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 feature, then you can start with Evocation from level 2.
Overview | |
---|---|
Divination | |
Features | |
Portent | 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 | 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 | Allows increased jumping distance which is great for exploration. Works on all party members. |
Prepared Spells
- Shield
- Mage Armour
- Magic Missile
- Chromatic Orb
- Thunderwave
Level 3
Finally, you get access to level 2 spells.
Spells
Spells | Description |
---|---|
Hold 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 | 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 | 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 | An excellent single-target spell, that later could be combined with Hat of Fire Acuity for a huge Spell Save DC boost. |
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. |
Prepared Spells
- Shield
- Mage Armour
- Magic Missile
- Chromatic Orb
- Thunderwave
- Cloud 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 | 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 | You can use this spell before combat to gather enemies together. After that follow, up with an area of effect spell. |
Spells
Spells | Description |
---|---|
Scorching Ray | An effective spell against single targets. |
Misty 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
- Mage Armour
- Magic Missile
- Chromatic Orb
- Thunderwave
- Cloud of Daggers
- Misty 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.
First, you will need to respec to a Sorcerer.
Overview | |
---|---|
Sorcerer | |
Features | |
Spell 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 | |
Features | |
Tempestuous 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 |
---|---|
Create 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 |
Create 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 or Metamagic: 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 | 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 | Utility spell that you can use for exploration and combat. |
Minor Illusion | Draw NPC's attention and make them approach the summoned illusion. |
Light | Light up an item or person. |
Spells Level 1
Spells | Description |
---|---|
Shield | Provides a defensive shield that can be cast as a reaction. Provides +5 Armour Class. |
Mage Armour | Only take this if you did not take the Draconic Bloodline subclass. |
Feather Fall | Allows for falling from high heights and avoiding damage. |
Enhance Leap | Increases jumping distance. |
Spells Level 2
Spells | Description |
---|---|
Mirror Image | Defensive spell, that does not use a Concentration slot. |
Cloud 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 | Spells that only target 1 creature can target an additional creature. I would say this one is mandatory. |
Metamagic: Extended Spell | Increases the duration of your spells. Excellent choice for crowd control casting. |
Metamagic: 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 to target or release two spells that have single targets. This works well with Command, Fireball, Chain Lightning, etc.
- Metamagic: 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.
So here, for 4th and 5th levels take Wizard as before, and remember to take Divination Subclass.
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 | The iconic spell deals a good amount of damage in a wide area of effect. |
Lightning 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 | Together with Metamagic: Twinned Spell you could buff yourself and one ally for another action point. |
Hypnotic Pattern | A very strong crowd-control spell that targets a wide area. |
Glyph 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
- Fireball
- Lightning Bolt
- Glyph of Warding
- Chromatic 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.
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 | 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 | The spell targets the Strength ability, making it very strong against particular enemies. |
Ice Storm | Ice Spell also creates ice surfaces, which can make enemies prone and skip their turns. |
Wall 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
- Fireball
- Lightning Bolt
- Glyph of Warding
- Chromatic Orb
- Confusion
- Hypnotic Pattern
- Ice 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 | 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
- Fireball
- Lightning Bolt
- Glyph of Warding
- Chromatic Orb
- Confusion
- Hypnotic Pattern
- Ice Storm
- Counterspell
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 | 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 | An effective ice spell that will deal double damage against wet targets. |
Conjure 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 | 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
- Mage Armour
- Magic Missile
- Misty Step
- Glyph of Warding
- Counterspell
- Fireball
- Lightning Bolt
- Conjure Elemental
- Ice 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
Subclass - level 2
Overview | |
---|---|
Evocation | |
Features | |
Sculpt 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 | 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 | 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 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 | Your evocation spells get a damage bonus from the spellcating modifier which is Intelligence. With Magic 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 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.
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 and most importantly Destructive Wrath which maximizes Lightning damage. You can easily pull off 200+ damage with Chain Lightning.
- Sorcerer - 2 levels of Sorcerer are not much. You will get some spells like Shield which will save spell slots. You also can access Metamagic: Twinned Spell, to cast double Chain Lightning or other spells like Disintegrate.
- Wizard - continue with Wizard. This will give access to the third feat, which is a good choice. Most likely it will be Alert, 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 just emphasizes that.
Accessing Artistry of War
Curriculum 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 | The ultimate damage spell, that works extremely well with Wet enemies. You probably already have Conjure Elemental, so this combo can be done with Water Myrmidon. |
Globe 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 | This can be obtained in the Sorcerous Sundries vault. Only Wizard can scribe it. It is an upgraded version of the Magic Missile spell. |
Otto'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 | 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 | Useful spell to have in some encounters. |
Wall of Ice | The most powerful Ice spell, use it together with Wet status. |
Prepared Spells
- Shield
- Mage Armour
- Magic Missile
- Glyph of Warding
- Chain Lightning
- Globe of Invulnerability
- Confusion
- Fireball
- Lightning Bolt
- Ice Storm
- Curriculum 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 | The spell is a strong single target killer and almost no enemies are resistant to this damage type. |
Sunbeam | 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 | Recommended option if you did not take it, and have free staves to equip |
Alert | My recommended choice. Going first will guarantee that you can either remove key targets or cast a Control spell. |
Lucky | 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.
- Act 1 - Auntie Ethel Hair - you will want to get +1 Intelligence if you pick this choice.
- 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 | 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. |
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 | You gain additional action by killing an enemy. This is one of the best options that you can use. Magic Missile can easily guarantee you a kill, which you can follow up with more spells. |
Elixir 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 | Another good choice, particularly once you start using Spirit Guardians and 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. |
Elixir 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 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 | Very useful power to take as it does not have any costs, and provides only benefits on the first hits. |
3 | Concentrated Blast | Taking only for progression, to unlock the next power. |
4 | Cull 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 | Taking it for progression |
6 | Shield 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 | Mainly taking for progression |
8 | Displace | 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 | Removes any cost of spell slots or consumable resources |
2 | Black Hole | Amazing power, that pulls enemies together and slows them. After that, you can follow up with Fireball, Fear, etc. |
3 | Psionic Dominance | You can use this similarly to Counterspell, and disable enemy spell. |
4 | Illithid Expertise | Expertise in bonus skills from this power is not mandatory as Bard already covers most of these. |
6 | Mind 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, as it will give a big boost to Magic 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 (One - Handed) | The 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 | This is the best item that you can use in Act 1. It improves your spell success chance. | |
Ranged | Bow of Awareness | Gives bonus initiative, allowing one to go earlier in combat |
Hand 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. | |
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 | The best headwear in Act 1. Just be sure to be obscured if you can. |
Cloak | The 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 | The Protecty Sparkswall | Best clothing for caster in Act 1. |
Gloves | Gloves of Belligerent Skies | These gloves work very well with Lightning charges from The Spellsparkler. Later on, you will get another ring that will give even more Reverbation stacks. |
Bracers of Defence | Decent early-game gloves that give good armor class, in case you do not have Shield proficiency. | |
Boots | Boots 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. |
The 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 | Great shoes that give bonus armor class. I recommend these if you cannot wear a shield. | |
Amulet | Psychic 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 | Restore up to level 3 spell slot. Can be unequipped after use. | |
Amulet of Misty Step | Gives mobility improvement thanks to the Misty Step spell. | |
Rings | Ring of Absolute Force | This ring works very well with Reverbation as it will improve its Thunder damage. |
Ring 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 (One-handed) | The Spellsparkler | Still the best Staff for Magic Missile Build |
Ranged | Ne'er Misser | This crossbow will give you a free cast of Level 3 Magic Missile. If you equip it be sure to use it with Hand Crossbow +1 in the offhand. |
Darkfire 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. | |
Shield | Ketheric's Shield | The best shield there is for a caster. |
Adamantine Shield | It provides a substantial defensive boost by reducing critical hit damage. | |
Head | Hat of Fire Acuity | This hat is the best option if you will take Scorching Ray from Magical Secrets. Otherwise, you can skip it. |
Fistbreaker Helm | Improves spell success chance and increases the likelihood of going first. | |
Cloak | Thunderskin Cloak | As you will be constantly applying Reverbation, this cloak is amazing and allows Dazing enemies who dare to attack you. |
Cloak of Protection | Improves survivability and Saving Throw success. | |
Armor | The Protecty Sparkswall | Still the best option even in Act 2. This requires Lightning Charges, to unlock full potential. |
Robe of Exquisite Focus | Another robe that gives +1 Spell Save DC. | |
Gloves | Gloves of Belligerent Skies | In Act 2 these will also work extremely well with Callous Glow Ring. |
Boots | Boots of Stormy Clamour | Can apply reverbation with spells causing conditions. |
Boots 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. | |
Amulet | Psychic Spark | Still the best amulet to use for optimal Magic Missile damage. |
Rings | Callous Glow Ring | Amazing ring, that works well with this build. You will get bonus Reverbation stacks while wearing Gloves of Belligerent Skies. Moreover, be sure to cast illumination spells like Light or Daylight on yourself or your enemies so that they will be illuminated. Or have someone with an illuminated weapon close. |
Ring of Absolute Force | This ring will be even more powerful as you can apply Reverbation stacks faster with the Callous Glow Ring. | |
Coruscation 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 (One - Handed) | Markoheshkir (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. Moreover, you gain access to Chain Lightning and Lightning Bolt each short rest. |
Rhapsody | 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 | In case for some reason you do not have access to one of the weapons below, this staff will still serve its purpose. | |
Ranged | Hellrider 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. |
Head | Hood of the Weave | The hood gives solid +2 Spell Save DC, greatly improving spell success chance. |
Hat of the Sharp Caster | If you want to maximize the damage of Magic 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 it's even less. | |
Cloak | Cloak of The Weave | Improve Spell Save DC by one, the best option for a direct increase in build effectiveness. |
Cloak of Displacement |
Improves the chances of attacks missing the wearer until getting hit for that turn. | |
Thunderskin Cloak | As you will be constantly applying Reverbation, this cloak is amazing and allows Dazing enemies who dare to attack you. | |
Armor | Armour 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 | The best clothing for caster. It not only improves spellcasting but also provides a +2 Armour Class. | |
Gloves | Gloves of Belligerent Skies | Use this to stack Reverbation from lightning, thunder, and radiant damage. |
Gauntlet 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 | Boots of Arcane Bolstering | Still the best boots, if you are not lazy of doing all the setups. |
Boots of Stormy Clamour | Can apply reverbation with spells causing conditions. | |
Amulet | Amulet 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 | The +2 Spell Save DC is a huge boost, giving a large success improvement for spells. | |
Spellcrux Amulet | Restores up to level 6 spell slots. After using it, you can unequip it for another amulet. | |
Rings | Callous Glow Ring | The ring still stands on top for improved damage and applying Reverbation stacks. |
Ring of Absolute Force | Improves burst damage from 5 Reverbation stacks by 1. | |
Coruscation 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
- Storm Sorcerer gets access to Create or Destroy Water at level 6
- Throw Water bottle
- Have Conjure Elemental to summon Water Myrmidon and apply Healing 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, Lightning Bolt, Cone of Cold, etc.
Expeditious Retreat bonus damage
With the Boots of Arcane Bolstering, you can further boost your magic Magic 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:
- Cast Expeditious Retreat before combat.
- During combat activate a special Dash from the side hotbar, that uses bonus action.
- Make sure the enemy is Threatened, this can be easily achieved by moving your ally close to them.
- Release the Magic 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 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 damage. In Act 3 you can obtain Amulet 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 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 is an effective option for dealing with single targets. Use this until level 4-5.
- Remember to cast Mage Armour after a Long rest, it's a big survivability boost for a caster.
- Magic Missile becomes very effective after obtaining The 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 in terms of damage.
- Cloud of Daggers is a very effective damage spell at level 3. Use it to hit multiple enemies multiple times.
- Wet status from Create Water or Water Bottle + Lightning Bolt almost guarantees a win in the encounter. You can do this from level 5.
- Glyph 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 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. As a Wizard you can cast various damage and control spells, but I will mainly emphasize Magic Missile usage:
- Check the Combo section on how to maximize the Magic Missile and Curriculum 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.
- For good damage, Gloves of Belligerent Skies, Markoheshkir, Callous Glow Ring already ensure that you deal high damage. With further optimizations, you can reach some big numbers.
- Make sure you have a Light 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.
- Before combat, I recommend activating Expeditious Retreat so that you can use bonus action in combat to activate Arcane Synergy for bonus damage.
- And you are ready to launch your missiles!
Here are some other tips that I think are helpful in general for Wizard.
- Sleet Storm is an amazing spell, if you have Warlock or Bard, use it together with Hunger of Hadar to disable a large group of enemies.
- Ice Storm is a great spell to create ice surfaces and does not require concentration.
- You can summon Water Myrmidon with Conjure Elemental. Use it together with Markoheshkir for Chain 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. This will greatly reduce risks and allow you to evaluate the encounter, before jumping into offensive combat.
- Confusion 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 |
---|---|
|
This can be an extremely strong setup, especially if you take Tempest Domain Cleric. It can maximize Chain Lightning damage, using Destructive 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. |
|
This is what I covered in the build, and it gives access to the third Feat. |
|
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 and Disintegrate. |
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. The post should help you with correct leveling setup and gear pickups.
Cheers!
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