This solo guide focuses on the key aspects of a Wizard build in Baldur’s Gate 3 (BG3), intended to play solo without companions.
This build page has been updated for the patch 6 version of Baldur’s Gate 3.
Best Solo Wizard Build Guide
In Baldur’s Gate 3, Wizards are powerful spellcasters who have an expanded spellcost and can learn spells through scrolls. Wizards also have a variety of subclass choices and can be an effective solo build. What makes the solo Wizard build unique is the usage of summoning and defensive spells for damage and survivability. This solo build will lean into obtaining permanent bonuses and unlocking spells that can summon allies in combat for added support.
We’ve crafted this solo build focusing on achieving top performance in combat, particularly for those interested in playing on Honour Mode difficulty. This build avoids multiclassing, as the Wizard can prove exceptionally potent as a pure class. Let’s delve into how to effectively utilize the optimal Baldur’s Gate 3 Solo Wizard Build!
Solo Wizard Build Features
The following list presents all the essential solo Wizard Build Mechanics and Features in Baldur’s Gate 3:
- Primary Ability:
- Saving Throws:
- Primary Ability: Intelligence
- Saving Throws: Intelligence and Wisdom
- Armour Proficiency: None
- Weapon Proficiency: Quarterstaves, Light Crossbows, Daggers
- Subclass: Necromancy School
- Preferred Armor: Clothing
- Preferred Weapon: Quarterstaff and Shield
- Grim Harvest: if you kill a creature with a spell, you regain hit points equal to twice the spell slot level used.
- Animate Dead: Create an undead servant from a corpse.
- Undead Thralls Additional Undead: When you use Animate Dead, you can raise an additional corpse.
Related:
How to Play the Wizard Solo in Baldur’s Gate 3
Baldur’s Gate 3 can be played solo by either opting to disregard companions or recruiting them and later dismissing them to your camp. Although playing a Wizard build solo presents a challenging experience, it is possible to complete the entire game solo on Tactician or Honour Mode difficulty.
Below are some general tips on how to play the best Wizard build in BG3 Solo:
- Stealth: Start combat in stealth if possible to trigger the Surprise status effect.
- Side Quest: Complete as many side-quests as possible to reach levels 5 and 9 where your power boosts.
- Summons: Do side quests to obtain summons and permanent bonuses like Scratch and Necromancy of Thay in Act 1.
- Resources: Make sure every turn you are spending your bonus and action and don’t let any resource go unspent.
- Until Long Rest: Cast buffs and spells like Animate Undead outside of combat that last until long rest.
- Swap Spells: The Wizard can swap skills in and out and prepare for each battle uniquely depending on needs.
- Pre-Buff: Swap in spells like False Life and Longstrider to gain until a long rest buff, then replace with other spells before combat.
- Loot Everything: You will need a lot of gold to buy consumables, potions, and ammunition so loot and sell constantly.
- Crafting: Elixirs and potions are vital, and you need to purchase materials when trading for crafting.
- Consider Illithid Powers: While it can come with an altered appearance, the powers are powerful and can help you.
We will explain more about these topics throughout this guide, Best Baldur’s Gate 3 Solo Wizard Build.
Character Creation
Race
Wood Half-Elf is the best racial choice for a solo Wizard build because you gain shield proficiency and the highest movement speed in all of Baldur’s Gate 3 races. Additionally, the Half-Elf race gains access to Darkvision, Fey Ancestry, and other weapon proficencies. Keep in mind, Half-Elf is different than Elf, mainly in the Shield proficiency which is critical for this build.
A secondary choice is the Human race which gains shield proficiency as well, skill proficiency, and increased carrying capacity. Lastly, the Asmodeus Tiefling is a powerful solo Wizard race due to Hellish Resistance, Hellish Rebuke, and Darkness spell.
Here is the best race choice for a solo Wizard build in Baldur’s Gate 3:
- Wood Half-Elf: Shield Proficiency and Movement
- Human: Shield Proficiency and Carry Capacity
- Asmodeus Tieflings: Fire Resistance and Darkness
Background & Skills
Sage is the best background for a solo Wizard because you gain proficiency in two Intelligence-based skills, Arcana and History. Backgrounds in Baldur’s Gate 3 are a way to represent your character’s backstory and give them some starting skills and abilities. The best skills are investigation and Insight which help with exploring as a solo player in BG3.
Ability Score
The Best Ability Score for solo Wizard Build is 16 Intelligence, 16 Dexterity, and 14 Constitution. Intelligence is your primary spell attribute that determines chances of landing, and damage, and expands your spellbook to hold more spells. Dexterity determines your AC while wearing clothes and order in combat. Constitution is overall health pool and concentration saving through ability score.
Try to land on even numbers vs. odd because odd won’t give you any bonuses. Also, check out our Permanent bonus guide on how you can boost your ability score through quests.
Below is the best ability score for a solo Wizard in Baldur’s Gate 3:
- Strength – 8
- Dexterity – 16
- Constitution – 14
- Intelligence – 16
- Wisdom – 10
- Charisma – 10
Best Solo Wizard Build – Level Progression in Baldur’s Gate 3
Level 1
At level one, you should follow our character creation steps. Select the correct background, race, skills, and ability score focusing on Intelligence and Dexterity. You pick a subclass at level 2, so expect a slow start in terms of performance. At level one, you will select the 3 Cantrips and 6 Spells. However, you will only be able to prepare 4 spells to use on your action bar. Additionally, the Wizard can swap in and out spells, as long as you are outside of combat. Thus, interchange these spells before combat for more defensive, offensive, or utility spells.
Cantrip Selection
- Firebolt – Hurls fireball dealing 1d10 fire damage 18m range. Highest damage cantrip Wizards have, plus it can ignite or set things on fire (grease spell).
- Light – Infuse an object with an aura of light. This is helpful when trying to see and you can apply it to yourself or object.
- Minor Illusion – Create an illusion that compels nearby creatures to investigate. When playing solo, this cantrip can be useful when sneaking around outside of combat.
Spell Selection
- Mage Armour – Surround an unarmoured creature with a protective magical force. Its Armour Class increases to 13 + its Dexterity modifier. This is an essential defensive skill because it should land you at 16 AC total when it’s active. Mage Armour stays on your character until you take a long rest, or down and can be cast out of combat.
- Shield – When you are about to be hit by an enemy, increase your Armour Class by 5. You take no damage from Magic Missile. This skill uses a reaction rather than action and boosts your AC by 5 when you are about to take damage.
- Thunderwave – Release a wave of thunderous force that pushes away all creatures and objects. This spell acts as your knockback to melee characters and allows you to create distance and get away. It’s also great to knock enemies off ledges or high positions and gives you some defensive capabilities at an early level.
- Grease – Cover the ground in flammable grease. It becomes difficult terrain and creatures within can fall Prone. Used in combination with Fire Bolt to create a trap that does damage and stuns enemies.
- Chromatic Orb – Hurl a sphere that deals 3-24 elemental damage and possibly creates a surface on impact. Great spell because you can choose the element, and cold can do good damage and trigger prone or crowd controls a target.
- Magic Missile – Create 3 darts of magical force, each dealing 1d4+1 Force to its target. The darts always hit their target. The strength of this ability is its 100% chance of landing. Lower damage, but useful when you can target up to three separate enemies or finish someone off when you need a guaranteed hit.
Wizard Class Feature
Arcane Recovery – You can recover two spell slots. The number allows you to either restore two level 1 spells or one level 2 spell. It’s a simple mechanic that you can use to prevent endless Resting in between fights. Expect a lot of rest at lower levels where your spell slots are limited.
Level 1 Best Solo Wizard Build Prepared Spells – Mage Armour, Shield, Chromatic Orb, and Grease.
Solo Wizard Build Gameplay
At level 1 with a solo Wizard, you will have limited spell slots and rely mainly on cantrips like Firebolt for damage. Always cast Mage Armour after a long rest to increase your survivability. Additionally, save one spell slot for Shield if you get attacked to likely avoid damage. Your area damage comes from casting Grease then Chromatic Orb Fire or Firebolt in the area. Otherwise, use Chromatic Orb Cold on targets to do a fair bit of damage and trigger prone (stun).
For survivability, keep your distance and rely on potions with bonus actions for healing. As a solo Wizard build in Baldur’s Gate 3, you will need a massive supply of potions to survive. Look to merchants in the Hollowed Grove early in the game and stock up on invisibility particularly. Always keep one on you in emergencies and remember, you can disengage from combat and flee if enough distance between an enemy.
Solo Wizard Armour and Weapons
The most important part of this solo Wizard build is picking the Half-Elf or Human race and equipping a shield with clothing while the Mage Armour spell is active. This will keep your AC high and potentially 18 at level 1. This will be higher than heavy armour users’ AC, helping avoid attacks with zero downsides since Quarterstaffs are versatile weapons.
Your clothing choices will be limited in Act 1, but you can obtain jewelry to give you additional spells and that should be your focus.
Solo Wizard Progression
Your overall priority starting Baldur’s Gate 3 with this solo Wizard build is the following:
- Complete Prologue
- Reached Hollowed City and Druid Grove
- Unlock summons, Scratch, Shovel
- Collect the Necromancy of Thay (important in Act 3)
- Buy Potions of Speed, Elixir of Bloodlust, and Healing Potions
- Progress to level 5
- Check all Permanent Bonuses in Act 1
- Reach Underdark and Grymforged
Level 2
Take the Necromancy Subclass at level two. The primary reason for a Solo Wizard to use the necromancy subclass in Baldur’s Gate 3 is the Grim Harvest subclass feature which returns health when you kill a creature. This subclass will also give a free Animate Dead spell at level 6, helping free up our spells and adding a valuable ally to the fight. Below is what you unlock at this level:
- Necromancy Subclass – Necromancy magic involves the undead, be it negative energy used to harm others or the resurrection of corpses as servants.
- False Life – Bolster yourself with a necromantic facsimile of life to gain 7 temporary hit points.
- Longstrider – Increase a creature’s Movement Speed by 3 meters.
- Necromancy Savant (subclass feature) – Halves the cost to learn Necromancy spells from Scrolls, costing 25 gold.
- Grim Harvest (subclass feature) – Once per turn, if you kill a creature with a spell, you regain Hit Points equal to twice the Spell Slot level used – thrice if it’s a Necromancy spell. Undead and Constructs are unaffected.
The primary reason you unlock False Life and Longstrider is they can both be applied outside of combat and last until a long rest without concentration. Simply put them on your prepared spells, cast them, and then remove the spells to something else. You will keep the increased movement and temporary HP. Tricks like these are needed for playing solo, and while it might be annoying to do this every long rest, it will make a dramatic difference in your survivability.
Level 2 Best Solo Wizard Build Prepared – Mage Armour, Shield, Chromatic Orb, Grease, and Thunderwave.
Level 3
At level three, what will happen is to increase your spell slots. You gain another level 1 and two level 2 spell slots. Now you can cast a couple of higher-level spells and lower-level spells per fight. You will drop the Thunderwave spell and pick two level 2 spells at this level. While Thunderwave is useful, you can obtain the Ring of Absolute Force which gives you the spell per short rest. Below are our recommendations at this level:
- Scorching Ray – Hurl 3 rays of fire. Each ray deals 2d6 Fire damage.
- Flaming Sphere – Summon a Flaming Sphere that deals 2d6 Fire damage to nearby enemies and objects.
Spells Explained
The Flaming Sphere spell is particularly helpful at lower levels playing solo. This spell requires concentration so it cannot be combined with another concentration spell. Additionally, the Flaming Sphere lasts for 10 turns, not until a long rest. This means you will need to cast Flaming Sphere just before combat and charge in to trigger a fight, or during turn one if you need extra support. Primarily use this spell as a decoy, something to relieve pressure and soak up damage rather than you.
Scorching Ray is your ranged burst damage fire spell. It’s an improved version of Magic Missile. However, Magic Missile can bend around targets and has a 100% chance of landing. Use Scorching Ray when you need to burst down one target or attack three separate targets. The downside of the spell is it has a wide range of outcomes. Thus, it can do a lot of damage or very little, whereas Magic Missile will do consistent damage.
At this level, use Grease for control, Flaming Sphere as a distraction, and Orb or Ray for damage. When out of spell slots, rely on Firebolt cantrip and always leave one spell slot free for Shield.
Level 3 Best Solo Wizard Build Prepared – Mage Armour, Shield, Chromatic Orb, Grease, Flaming Sphere, and Scorching Ray
Level 4
At level four the best solo Wizard build unlocks 1 Cantrip, 2 spells, and 1 feat. Below are the suggested selections for the Solo Wizard build:
- Mage Hand (cantrip) – Create a spectral hand that can manipulate and interact with objects. This is a utility cantrip that can be helpful outside of combat manipulating items.
- Misty Step (spell) – Surrounded by silver mist, you teleport to an unoccupied space where you can see up to 18m range.
- Mirror Image (spell) – Create 3 illusory duplicates of yourself that distract attackers. Each duplicate increases your Armour Class by 3.
- Feat – Ability Improvement +2 Intelligence – expands your spellbook by 1.
Spellbook
After you accept the feat to increase intelligence, open your spellbook spellbook and re-add one spell. Magic Missile is great for force damage and guaranteed damage, and Thunderwave is helpful if you don’t have the ring and need a knockback.
At level 4, we gain access to two very powerful defensive spells, Misty Step and Mirror Image. Misty Step is a movement ability allowing you to use a bonus action to teleport 18 meters. This is helpful for offensive and defensive means. One combination for offensive use is Misty Step to an enemy hanging off a ledge, and Thunderwave them off for an instant kill. Additionally, look to acquire two items in Act 1 that contain a free use of Misty Step, Amulet of Misty Step, and Disintegrating Night Walker boots.
Mirror Image is another defensive spell, that can be prepared during tough encounters. The strength of this spell is it lasts 10 turns without requiring concentration and stacks with Shield. Thus, you can obtain obscenely high levels of AC, likely avoiding 100% of attacks for a couple of turns. You can also pre-buff with this spell since the duration is 10 turns. However, we prefer to use Mirror Image scrolls rather than preparing this spell, though it is useful to learn and keep as a defensive option.
Level 4 Best Solo Wizard Build Prepared – Mage Armour, Shield, Chromatic Orb, Grease, Flaming Sphere, Scorching Ray, Magic Missile, and Misty Step.
Level 5
When you reach Level 5, you’ll learn two new spells. First, drop Magic Missile or another spell you do not use so you can pick up two level 3 spells. Next, take Fireball and Counterspell. We will not select Animate Dead at this level, mainly because we learn the spell for free at level 6 as one of our subclass features.
- Fireball – Shoot a bright flame from your fingers that explodes upon contact, torching everything in the vicinity 8d6 18m range 6m radius.
- Counterspell – Nullify another creature’s spell as a reaction.
Your spell selections of Fireball and Counterspell give you a powerful new area damage spell and a means to counter spellcasters. Fireball is the quintessential multi-kill spell in Baldur’s Gate 3. You can “upcast” this spell using a higher spell slot later in the game, making it effective for your entire playthrough.
Counterspell uses a spell slot and negates an enemy spell. Thus, similar to the Shield spell, you want to leave back one level 3 spell slot or higher just to prevent an incoming crowd control spell for the enemy. What will typically kill you playing solo is being stunned or losing control of your character’s actions. This gives you a much better chance of dealing with it but keep one spell behind to use Counterspell as a reaction.
Level 5 Best Solo Wizard Build Prepared – Mage Armour, Shield, Chromatic Orb, Grease, Flaming Sphere, Misty Step, Scorching Ray, Counterspell, and Fireball.
Also Check:- BG3 Map
Level 6
At level 6, the best solo wizard build in Baldur’s Gate 3 will unlock two subclass features, and two new spells. At this point, drop Flaming Sphere, and Grease to add Glyph of Warding and Mirror Image. You will gain Animate Dead due to your subclass, thus Flaming Sphere becomes less relevant. Moreover, Grease becomes less effective as you level, and Glyph of Warding can create elemental effects on the ground.
Solo Wizard Build Unlocks
- Animate Dead (Spell): Create an undead servant from a corpse.
- Undead Thralls Additional Undead (Necromancy Subclass) – When you use Animate Dead, you can raise an additional corpse.
- Undead Thralls Better Summons (Necromancy Subclass) – creatures created with Animate Dead have additional hit points equal to your wizard level, and your Proficiency Bonus is added to their damage.
- Glyph of Warding – Inscribe a circle of arcane glyphs on the ground that triggers a magical effect when stepped on by an enemy.
- Haste – Target yourself or an ally to become Hastened which allows an additional action for that character hastened.
At this level, you start to feel like a Necromancer with Animate Dead giving you two rather than one corpse. These corpses will last until a long rest but must be cast before combat on a corpse. The best way to do this is to find a previous fight and use the spell on corpses after a long rest. This should be done like Longstrider and False Life after every long rest.
The Glyph of Warding spell is selected because it can be used on different element types. Similar to Chromatic Orb, Glyph of Warding hits hard but has a much larger radius. Thus, you can use it as a replacement for Fireball when enemies are resistant to fire damage.
Haste is a powerful spell that gives two actions per turn, but this buff can also be obtained through a potion of speed. However, it’s worth selecting to use just before combat in the hardest fights.
Level 6 Best Solo Wizard Build Prepared – Mage Armour, Shield, Chromatic Orb, Scorching Ray, Counterspell, Fireball, Magic Missile, Glyph of Warding, and Mirror Image.
Level 7
At level 7 the Solo Wizard build learns 2 spells and access to spell level 4 which is an important one for this build
- Blight – Deals 8d8 Necrotic to a target.
- Conjure Minor Elemental – Conjure a minor elemental to fight alongside you.
The Blight spell is a Necromancy school spell that is perfect for mid-year single-target damage. The second spell is another conjuration or summon spell that allows you to bring about another creature to fight alongside you. This summon, stacks on top of Animate Dead and others which helps avoid damage while playing solo. Make sure to cast outside of combat, and this does not require a corpse.
Level 7 Best Solo Wizard Build Prepared – Mage Armour, Shield, Chromatic Orb, Scorching Ray, Counterspell, Fireball, Magic Missile, Misty Step, Glyph of Warding, Mirror Image, and Conjure Minor Elemental.
Level 8
Reaching Level 8 grants you access to more spells and another feature. Once we take +2 to intelligence, slot an extra spell by going into your spellbook.
- Banishment – Temporarily Banish your target to another plane of existence requires concentration. This is a very powerful single-target crowd control effect.
- Ice Storm – Deals 4d6 cold damage and 2d8 bludgeoning damage in a 6-meter radius.
- Feat – Ability Improvement +2 intelligence
Banishment is one of the best single-target crowd control spells in the game. The downside is Banishment requires concentration and only one target at a time. When playing solo, this is perfect to eliminate the highest damage dealer target from the battlefield for two turns.
Ice Storm is another powerful area-based damage spell. Unlike Fireball, Ice Storm leaves the ground icy which can trigger prone when enemies move through it. Swap this spell in when you have a choke point for enemies to funnel through and need crowd control.
Level 8 Best Solo Wizard Build Prepared – Mage Armour, Shield, Chromatic Orb, Scorching Ray, Counterspell, Fireball, Magic Missile, Glyph of Warding, Mirror Image, Conjure Minor Elemental, and Blight.
Level 9
At level 9 the Wizard learns 2 spells, prepares 13 total, and has access to level 5 spell slots.
- Conjure Elemental – Bend the barrier between the Planes until they disgorge an elemental ally to follow and fight for you.
- Hold Monster – Allows spellcasters to Paralyse a creature, preventing them from acting and making them vulnerable to attacks.
At this level, we gain access to Conjure Elemental, which stacks with Animate Dead and Conjure Minor Elemental. Once you turn level 11, you can upcast this spell to summon or more powerful creature. Moreover, you can use this level 6 spell slot and regain the spell slot with Spellcrux Amulet. Thus, you can use multiple level 6 spells, rather than just one. This, like other summons, lasts until a long rest and is a powerful ally in solo combat.
Level 9 Best Solo Wizard Build Prepared – Mage Armour, Shield, Chromatic Orb, Scorching Ray, Counterspell, Fireball, Magic Missile, Misty Step, Glyph of Warding, Mirror Image, Conjure Minor Elemental, Blight, and Conjure Elemental.
Level 10
At level 10, the solo Wizard build gains one new cantrip and two spells.
- Friends – Gain Advantage on Charisma Checks against a non-hostile creature.
- Invisibility – This spell allows spellcasters to turn themselves and other creatures Invisible to the naked eye.
- Flight – Grants 18-meters each turn using your Movement Speed.
At this level, we suggest taking versatile spells like Invisibility and Flight. The reason we don’t suggest taking these spells earlier is that you can gain both of these effects through potions. Using potions helps save spell slots and still provides the benefits. Thus, consider these spells at this stage flexible and fill in what you are missing with the build.
Level 10 Best Solo Wizard Build Prepared – Mage Armour, Shield, Chromatic Orb, Scorching Ray, Counterspell, Misty Step, Fireball, Magic Missile, Glyph of Warding, Mirror Image, Conjure Minor Elemental, Blight, Conjure Elemental, and Ice Storm.
Level 11
At this level, you will gain access to the highest spell slot, level 6 spells. We suggest dropping Ice Storm for Circle of Death a powerful area necromancy skill.
- Circle of Death – Deals 8d6 necrotic damage in a 9-meter radius.
- Create Undead – Create a corpse as a heinous mummy that fights by your side.
At level 11, you gain access to level 6 spells. However, you get only one spell slot and will not gain an additional spell slot. There are two Quarterstaves that bypass this issue in Act 3: the Staff of Spellpower or Markoheshki. With either of these quarterstaves, you can negate a spell slot, essentially cheesing two level 6 spell slots. Moreover, an Act 2 necklace, Spellcrux Amulet will do the same thing.
If you collect all three of these items, you can cast 4 level 6 spells. Thus, you can cast Create Undead, and Conjure Elemental upcast for two powerful allies. Then, you still have one or more left over for powerful area-based damage spells like Circle of Death.
Level 11 Best Solo Wizard Build Prepared – Mage Armour, Shield, Chromatic Orb, Scorching Ray, Counterspell, Misty Step, Fireball, Magic Missile, Glyph of Warding, Mirror Image, Conjure Minor Elemental, Blight, Conjure Elemental, Circle of Death, and Create Undead.
Level 12
Congratulations on reaching the maximum level in Baldur’s Gate 3 with the best solo Wizard build! We recommend taking the below feat and spells:
- Globe of Invulnerability – Creates a barrier that makes creatures and objects inside it Immune to all damage.
- Chain Lightning – Three more bolts will leap from the target, electrifying as many as three other enemies within range dealing 10d8 lighting damage.
- Feat – Spell Sniper: Learned an additional cantrip, and are more likely to critical hit with a spell.
- Eldritch Blast – Shoot out an energy beam that deals Force damage.
Spell Sniper helps gain a powerful cantrip and easier critical strikes. Globe of Invulnerability can save you from dying during the hardest fights in the game, but the downside is concentration. Chain lighting is helpful when facing constructs or any metal objects and enemies. We recommend slotting Globe of Invulnerability or at least saving a scroll in emergency usage situations.
Level 12 Best Solo Wizard Build Prepared – Mage Armour, Shield, Chromatic Orb, Scorching Ray, Counterspell, Fireball, Magic Missile, Glyph of Warding, Mirror Image, Conjure Minor Elemental, Blight, Conjure Elemental, Ice Storm, Circle of Death, Create Undead, and Globe of Invulnerability.
Best Gear for Baldur’s Gate 3 Solo Wizard Build
In Games like Baldur’s Gate 3, you’ll explore the world, loot chests and your enemies’ dead bodies, and complete quests, and all those activities can reward you with useful items, potions, armor, weapons, scrolls, and much more. There are three Acts in BG3, and Best Baldur’s Gate 3 solo Wizard Build Guide includes suggested sets and alternatives for Act 1 and Act 3.
Beginner: Starting the Game
Here’s the best beginner gear, items, and equipment for solo Wizard Build in Baldur’s Gate 3:
Gear Slot | Best Gear Item | Effect |
---|---|---|
Head | Circlet of Blasting | Free Scorching Ray |
Cape | – | |
Chest | The Protecty Sparkswall | +1 Spell Saves |
Gloves | Gloves of Belligerent Skies | Debuffs Enemies |
Boots | Disintegrating Night Walkers | Mobility & Misty Step |
Necklace | Amulet of Misty Step | Free Misty Step |
Ring | Ring of Absolute Force | Free Thunderwave |
Ring | Fetish of Callarduran Smoothhands | Invisibility Spell |
Weapon 1 Main Hand | Melf’s First Staff | Free Acid Arrow |
Weapon 1 Off-Hand | Glowing Shield | HP When Low |
Weapon 2 Ranged | Bow of Awareness | Free Hunter’s Mark |
- Circlet of Blasting: Sold by Blurg in the Myconid Colony (Alternative Haste Helm).
- The Protecty Sparkswall: Looted in Gilded Chest in Grymforge (Alternative Poisoner’s Robe).
- Gloves of Belligerent Skies: Found in Inquisitor’s Chamber of Crèche Y’llek (Alternatives Gloves of Missile Snaring, or Gloves of Cinder and Sizzle).
- Disintegrating Night Walkers: Found in Underdark from Ne’re NPC (Alternatives Boots of Speed, or Cinder Shoes).
- Amulet of Misty Step: Found in a Gilded Chest in the Defiled Temple (Alternatives Amulet of Restoration, or Moondrop Pendant).
- Ring of Absolute Force: Dropped by Sergeant Thrinn in Grymforge (Alternative Ring of Colour Spray).
- Fetish of Callarduran Smoothhands: Looted from dead gnomes in Grymforge X: -610 Y: 408 (Alternatives The Sparkswall, or Crusher Ring).
- Melf’s First Staff: Sold by Blurg in the Myconid Colony (Alternatives Spellsparkler, or Staff of Crones).
- Glowing Shield: Found in a chest on a slope behind the goblin camp. (X: -54, Y: 462) (Alternatives Adamantine Shield, or Wood Woad Shield).
- Bow of Awareness: Sold by Vendor Roah Moonglow in the Shattered Sanctum. You can use it even without proficiency for extra initiative!
Advanced: Endgame
The following table presents the best gear, items, and equipment for the solo Wizard Build in Baldur’s Gate 3:
Gear Slot | Best Gear Item | Effect |
---|---|---|
Head | Hood of the Weave | +2 Spell Save & Roll |
Cape | Cloak of the Weave | +1 Spell Save & Roll |
Chest | Robe of the Weave | +2 AC & +1 Roll |
Gloves | Quickspell Gloves | Cantrips Bonus Action |
Boots | Helldusk Boots | Cannot be Moved |
Necklace | Amulet of Greater Health | 23 Constitution |
Ring | Killer’s Sweetheart | Auto Critical |
Ring | Crypt Lord Ring | Free Create Undead |
Weapon 1 Main Hand | Staff of Cherished Necromancy | Helps Necro Spells |
Weapon 1 Off-Hand | Viconia’s Walking Fortress | If Human/Half-Elf |
Weapon 2 Ranged | Darkfire Shortbow | Free Haste Spell |
Below is the best Act 3 Armor, Weapons, and Equipment for Solo Wizard in Baldur’s Gate 3:
- Hood of the Weave: Sold by Mystic Carrion in Philgrave’s Mansion during Act 3 (Alternative Helldusk Helmet).
- Cloak of the Weave: Sold by Helsik at the Devil’s Fee (Alternative Cloak of Protection).
- Robe of the Weave: Ramazith’s Tower Act 3 (Alternative Helldusk Armour, Robe of Supreme Defences, or Potent Robe).
- Quickspell Gloves: Purchased at Lorroakan’s Projection at Sorcerors’s Sundries (Helldusk Gloves, or Gemini Gloves).
- Helldusk Boots: Gilded Chest on the top floor of Wyrm’s Rock Fortress (Alternative Disintegrating Night Walkers).
- Amulet of Greater Health: Archive in the House of Hope (Alternative Spellcrux Amulet).
- Killer’s Sweetheart: Found inside the Gauntlet of Shar ( X: -833 Y: -729)(Alternative Ring of Free Action).
- Crypt Lord Ring: The Mystic Carrion’s Servant quest (Alternative Shifting Corpus Ring).
- Staff of Cherished Necromancy: At Ramazith’s Tower (Alternatives Markoheshkir, Staff of Spellpower, or Incandescent Staff).
- Viconia’s Walking Fortress: Looted from Viconia DeVir during Shadowheart’s companion quest in Act 3 (Alternative Shield of Devotion).
- Darkfire Shortbow: Sold by Dammon Last Light Inn Act 2.
Best Consumables, Potions, Ammunition, and Items
The following list is the best consumable items that will aid in our Best Baldur’s Gate 3 solo Wizard Build Guide:
- Elixir of Bloodlust: Once per turn when you kill a foe, you gain HP 5 temporary hit points and an additional action.
- Potion of Speed: 3 turns of an increased action via the Haste condition.
- Potion of Angelic Slumber: fall asleep for two turns, then restore all spell slots, hit points, and abilities.
- Potion of Invisibility: Become invisible for 1 minute. Attacking or casting spells ends the status.
- Potion of Flying: 10 turns of flying.
- Elixir of Peerless Focus: gain advantage on concentration saves (ingredients Sublimate of Belladona, and any ashes).
- Elixir of Vigilance: gain +5 bonus initiative and you cannot be surprised (ingredients sublimate of bloodstained hook, any ashes).
- Superior Elixir of Arcane Cultivation: gain a level 3 spell slot (ingredients Solution of Night Orchid, any Vitriol).
- Elixir of Viciousness: increase your critical hit chance (ingredients Vitriol of Shadowroot Sac, any Ashes).
- Elixir of Universal Resistance: gain resistance to all damage (ingredients Vitriol of Divine Miasma, any Sublimate).
Best Baldur’s Gate 3 Solo Wizard Build Summary
Subclass – Necromancy School
Armor – Cloth
Weapons – Quarterstaff & Shield
Background – Sage
Race – Wood Half-Elf
- Strength – 8
- Dexterity – 16
- Constitution – 14
- Intelligence – 16
- Wisdom – 10
- Charisma – 10
Solo Wizard Level Progression
- Level 1 – Mage Armour
- Level 2 – Necromancy Subclass
- Level 3 – Flaming Sphere
- Level 4 – +2 Intelligence
- Level 5 – Fireball, Counterspell
- Level 6 – Glyph of Warding, Haste
- Level 7 – Blight, Conjure Minor Elemental
- Level 8 – +2 Intelligence
- Level 9 – Conjure Elemental, Hold Monster
- Level 10 – Invisibility, Flight
- Level 11 – Circle of Death, Create Undead
- Level 12 – Spell Sniper feat
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