In this guide, we will explain the best Gale Companion Build in Baldur’s Gate 3, the Wizard Class, Evocation subclass, Spell, and the optimal setup for high damage.
This build has been updated for the Patch 7 version of Baldur’s Gate 3.
Everything About Gale Companion Build in BG3
Gale is a Human Wizard who is one of the ten companions you can recruit in Baldur’s Gate 3. He is a powerful spellcaster with a wide range of spells, making him an asset to any party. Gale is also a kind and compassionate individual, always willing to help those in need.
Companions in Baldur’s Gate 3 are a group of non-player characters (NPCs) who join the player’s party and accompany them throughout their journey in the game. These companions are essential characters that offer various benefits, such as providing additional combat support, contributing to the story, and offering different perspectives on the events unfolding in the game world.
Companions can be avoided entirely, die, be romanced, and have their sprawling background. In this build guide for Gale, we will explore his character and how to make a powerful Wizard Build using this original character.
This build will be all about area-based damage. The Evocation subclass allows you to cast massive area damage abilities without hitting allies. This Wizard build also excels in spell versatility. You have a huge array of spells and learn them with scrolls and gold. Consider this build the meta area damage and versatile caster.
Gale Pros | Gale Cons |
---|---|
Wide Range of Spells | Tedious Personal Quest |
Great Area Damage | Slow Start |
Crowd Control Enemies | Low Durability |
Gale Companion Features & Mechanics in Baldur’s Gate 3
The following list presents all the essential Gale Companion Mechanics and Features in Baldur’s Gate 3:
- Class: Wizard
- Race: Human
- Background: Sage
- Base Proficiencies: Arcana, History, Investigation, Insight
- Best Build: Wizard, Evocation, Quarterstaff Weapons
- Origin Character: Yes
- Romance: Yes
- Location: Roadside Cliffs Next to The Purple Portal Rune on the Rock Wall, Act 1
Your companion can be respecced or rerolled early in the game. This means you can change their class, subclass, ability score, and more. The only feature that cannot be adjusted is their race and story. We suggest using Withers at Camp after he’s unlocked to optimize the build.
Where to Find Gale and How to Recruit Him?
After the prologue, head to the Roadside Cliffs area, which is north of where you crashed landed. You will find Gale standing at a waypoint. He will be wearing a purple robe and have a long white beard. Speak to Gale and he will tell you that he is also infected with a mind flayer tadpole. He will ask if you can help him find a cure. Agree to help Gale and he will join your party. If your party is full, Gale will join you in your camp. You can easily swap companions in and out by speaking to them. Gale is a powerful Wizard and will help you on your journey to conquer Baldur’s Gate 3.
Wizard Spell Casting in Baldur’s Gate 3 Explained
- Cantrips: are like spells, but you can cast them infinitely, and they don’t take your spell slots.
- Spell Slots: At each level, you gain access to more usage of spells and high-tier spells but only have a finite number of spells until a long rest.
- Learn Spells: Unlike Wizard, you get opportunities at leveling up to unlearn and learn new spells.
- Concentration: is a spell mechanic that requires you to maintain concentration otherwise, the spell effect ends.
Recommended Subclass
The best subclass for our Baldur’s Gate 3: Best Gale Companion Build is Evocation because it delivers the most area-based damage in the game making it a perfect fit for a Wizard build. The Sculpt Spells subclass features create pockets of safety within your Evocation Spell. Allied creatures automatically succeed in their saving throws and take no damage from them. Meaning you don’t have to worry about “friendly fire” with this build. You can lean into huge area damage and keep your allies, and yourself alive. This is why we recommend this school for the Wizard.
Here are all Baldur’s Gate 3 Wizard Subclasses:
- Abjuration: They can create wards to protect themselves and their allies from harm, and they can also dispel the magic of their enemies.
- Conjuration: They can summon powerful allies to fight alongside them, and they can also create objects out of thin air.
- Divination: They can see the future, read minds, and even communicate with the dead.
- Enchantment: They can charm people, dominate them, or even make them forget their names.
- Evocation: They can cast powerful spells that deal massive damage to their enemies.
- Necromancy: They can raise the dead, create undead minions, and even drain the life of their enemies.
- Illusion: They can create illusions that can fool the senses, and they can even alter the memories of others.
- Transmutation: They can change the size and shape of objects, and they can even transform living creatures into other creatures.
These are the eight wizard subclasses that are currently available in Baldur’s Gate 3 on the full launch of the game. Evocation delivers big damage without hurting allies and is a great choice that fits with Gale’s narrative.
Baldur’s Gate 3 Gale Evocation Wizard Features & Progression
The Evocation Wizard subclass unlocks the following features and spells:
- Evocation Savant (Level 2): Halves the cost of learning Evocation spells from Scrolls. Learning these spells will only cost
25gp
per spell level. - Sculpt Spells (Level 2): Create pockets of safety within your Evocation spells. Allies automatically succeed their Saving Throws and take no damage from these spells.
- Potent Cantrip (Level 6): Your Cantrips become harder to evade entirely. When a creature succeeds its Saving Throw against one of your cantrips, it still takes half the cantrip’s damage but suffers no additional effects.
- Empowered Evocation (Level 10): Your grasp of Evocation magic has tightened, and you can add your Intelligence Modifier to damage rolls with any Evocation spells.
Gale Race
Gale is locked into a Human race as a Wizard Spell Caster. This racial selection is not ideal, because unlike Dungeons & Dragons 5e, Humans will not have +1 to six ability score. They also do not possess Darkvision like other meta races. However, each race in Baldur’s Gate 3 will get a +2 and +1 ability score which will help optimize the stats for best performance. Outside of race, nearly everything besides his story can be adjusted via the respec NPC Withers at your Camp.
One major plus for Gale being human is the Civil Militia passive. This allows Gale to equip Shields. As a Human spellcasting Wizard, you rely on spells like Mage Armour to boost your overall AC or Armour Class. An easy way to make Gale more durable is equipping a shield and a quarterstaff together and Mage Armour. You can reach 17 or higher AC during the initial part of the game. Consider a shield and the Human race a strong choice for spell casters though it seems weak.
Recommended Skills for Gale Build in Baldur’s Gate 3
Investigation and Religion are the best skills for our Baldur’s Gate 3: Best Gale Companion Build because they complement your class abilities and enhance your effectiveness in various situations. In Baldur’s Gate 3, skills represent the abilities and proficiencies of your character that allow them to perform various actions and interact with the game world. Skills are associated with specific attributes and are used to determine the success or effectiveness of certain actions or abilities. They can be edited during character creation or with companions, during respec or reroll screen.
Also Check:- BG3 Interactive Map
Here are the skills for Gale in Baldur’s Gate 3:
- Investigation is an Intelligence Skill.
- Religion is an Intelligence Skill.
Gale Companion Ability Score
Below is the best ability score to unlock the full potential of our Baldur’s Gate 3: Best Gale Companion Build:
Ability Score | Points Goal |
---|---|
Strength | 8 |
Dexterity | 16 |
Constitution | 14 |
Intelligence | 16 |
Wisdom | 10 |
Charisma | 10 |
The best ability score for our Baldur’s Gate 3: Best Gale Companion Build is reaching 16 Intelligence because it increases the chance to land spells. Dexterity at 16 should be your second priority because we won’t be wearing armor, but rather clothing. High Dexterity allows the build to have higher AC even while only being proficient in clothing. Lastly, we will want to increase our Constitution to 14 in order to increase our health points (HP) increasing our chances of survival.
In Baldur’s Gate 3, ability scores are the six core stats that determine a character’s capabilities. You can adjust for the optimal setup with Gale by rerolling with Withers in your Camp.
Gale Wizard Level Progression
Level 1
Remember companions come with default class and ability score. If you can, unlock Withers as early as level 2 just after the prologue, and respec Gale’s skills and ability score which is listed above. With Gale being a Human race, you can use Light Armor rather than just clothing like a traditional Wizard. Early in the game, use Mage Armour and clothing for Armour Class (AC). As you progress, you can find light armor that gives you more AC than the early combination. You want to then drop Mage Armour and use Light, especially in Acts 2 and 3 for the highest AC which helps avoid attacks.
Additionally, you want to pick up a Quarterstaff early and use that throughout. You have the option of using Shield which does give you more AC, better survival. Your choice, but the Staff usually come with an extra spell and can be helpful.
Cantrip and Subclass Unlocks
At level 1, the Wizard will have access to three Cantrips, six spells, and four prepared spells. Here are our suggestions:
Cantrip Selection
- Ray of Frost: Call forth a frigid beam of blue-white light and reduce the target’s Movement Speed by 3m. This is a decent attack to prevent a melee aggressor from closing the distance on you.
- Acid Splash: Hurl a bubble of acid that hurts each creature it hits. This is a decent area damage spell that can reduce armor.
- Fire Bolt: Hurls fireball dealing 1d10 fire damage 18m range. The highest damage cantrip Wizards have, plus it can ignite or set things on fire (especially useful in combination with the Grease spell).
Subclass 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 One Prepared Spells: Thunderwave, Magic Missile, Mage Armour, Sleep
Character Creation Spell Selection
Spells Selection
- Mage Armour: Surround an unarmoured creature in a protective magical force. Its Armour Class increases to 13 + its Dexterity modifier. This is an essential defensive skill because it sets AC to 13 + Dexterity Modifier landing 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. Usually, I cast this and use a Spell Recharge to be at full spells.
- 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. By far lower damage, but useful when you can target up to three separate enemies or finish someone off when you need a guaranteed hit.
- Thunderwave: Release a wave of thunderous force that pushes away all creatures and objects (2d8 Thunder). 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 keeps you having some defensive capabilities at the early level.
- Grease: Cover the ground in grease, slowing creatures within and possibly making them fall Prone. Having some type of crowd control early can help your group.
- Sleep: Put creatures into a magical slumber. Select targets up to a combined 24 hit points. Powerful area crowd control that’s very strong at lower levels.
- Chromatic Orb: Hurl a sphere that deals 3-24 elemental damage and possibly creates a surface on impact. This is a great spell because you can choose the element, and cold can do good damage and proc prone or crowd control a target.
Starting Gameplay
The most important aspect of playing Gale is using Mage Armour immediately following every long rest. This will boost your AC reaching 16 with a shield, giving you 18 AC. Next, you want to focus Gale initially on crowd control. This can be done with sleep, grease, and firebolt combination, thunder wave as a knockout, and Chromatic Orb. Chromatic Orb can be cast using Ice which can knock enemies prone, essentially skipping their turn. Gale becomes much more powerful at level 5, but expect a slow start until you reach there.
Your priorities early are:
- Find a shield
- Quarterstaff with a free spell
- Supplies for camps, alchemy material, and scrolls
- Consume scrolls that have useful spells to learn them
- Exchange spells and experiment to find the right combination for you.
In summary, you want Gale to have a knockback, area damage, single target damage and stuns. The default spell selection will give you this, but you can freely swap in and out spells as you learn what’s best for your party composition.
Level 2
Take the Evocation Subclass at level two. Evocation school focuses on elemental spells and powerful damage. You get access to two features from this school.
Subclass Features
- Sculpt Spells: Create pockets of safety within your Evocation Spell. Allied creatures automatically succeed in their saving throws and take no damage from them. Area-based spells will not give “friendly fire.” You can cast Fireball and not damage allies!
- Evocation Savant: Learning Evocation spells from scrolls costs half as much, becoming 25 gold pieces per spell level. This saves money when coming to a scroll to learn new spells.
Prepared Spells: at this level, you will get access to more spells. The Wizard’s strength is the variety and spells along with area damage, and that’s what you should lean into. Take both Find Familiar and Feather fall at this level.
- Find Familiar: Gain the service of a familiar, fey spirit that takes an animal from your choice. Summon a helpful critter to follow you around. You can also use them to sneak into smaller locations in overland exploring. Utility spell.
- Feather Fall: Slow the rate of descent of allied creatures. The targets become Immune to Falling damage. This is a great spell for general exploration. Specifically, it lets your character reach the Underdark without dying from fall damage.
At this level, use Fire Bolt for damage when you run out of spell slots. Save Thunderwave for a knockback when pressured. You can use Magic Missile for kill shots when you need 100% damage. Always activate your Mage Armour after a long rest. Use Chromatic Orb with cold for crowd control or grease when you have a lot of melee in a choke point.
Level Two Prepared Spells: Mage Armour, Magic Missile, Thunderwave, Grease, Chromatic Orb
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. Take Misty Step and Scorching Ray.
- Misty Step: Surrounded by silver mist, you teleport to an unoccupied space where you can see up to 18m range. One of the BEST defensive spells early in the game. It’s a teleport when you need it most. Moreover, this spell only requires a bonus action. You can use your action for a high-powered spell, and a bonus action to get away, assuming you have the spell slots.
- Scorching Ray: Hurl 3 rays of Fire, each dealing 2d6 Fire damage at 18m range. Think of this spell as an improved Magic Missile, that can miss, but also do a lot of damage when you need it. You can cast on the same target or up to three which is great for multi-kills without using our skill.
You will have to decide on slotting Misty Step in conjunction with Scorching Ray. It’s best to find the Amulet of Misty Step and save a spell slot for another spell because the Wizard lacks bar space. Increasing intelligence gives more learned spells along with increased levels. Additionally, you can learn Mirror Image which is a powerful defensive spell. Use Scorching Ray for single target or multiple single target shots.
Level 3 Wizard Prepared Spells: Mage Armour, Magic Missile, Thunderwave, Grease, Chromatic Orb, Scorching Ray
Level 4
At level four you get access to another level 2 spell slot, another cantrip, and two more spells. You also get to either choose a feat or ability improvement. We suggest taking the Ability Improvement and boosting your Intelligence by two and increasing the power of your spells.
Spells Selection
- Flaming Sphere: this creates a fireball that acts as a companion and can do damage to you. It’s a great decoy along with easy-to-do damage skill. Moreover, it can be cast before combat and if you don’t use another concentration spell helps soak up and dish out damage at this level.
- Mirror Image: Create 3 illusory duplicates of yourself that distract attackers. Each duplicate increases your Armour Class by 3. Whenever you successfully evade an attack, one of the duplicates disappears. This is a god-tier defensive spell if you find yourself dying repeatedly to range or melee attacks. You don’t want your build to be too defensive, but Mage Armour and Mirror Image in combination can keep you alive in difficult fights.
Cantrip Selection
- Blade Ward: Take only half of the damage from Bludgeoning, Piercing, and Slashing attacks. This is a decent cantrip when expecting incoming melee damage.
Feat Selection
- Ability Improvement: +2 to Intelligence. We will take Spell Sniper at level 8 and another +2 at level 12 to reach 10 Intelligence at max level.
In summary, summon Flaming Sphere as a distraction in big melee brawls. Rely on Scorching Ray and Chromatic Orb as your main damage dealers. Use Fire Bolt to conserve spell slots. Later in the game, you can remove Flaming Sphere for more powerful summoning abilities because it will become less effective as the game goes on.
Level Four Prepared Spells: Mage Armour, Magic Missile, Thunderwave, Grease, Chromatic Orb, Scorching Ray, Flaming Sphere
Level 5
At level 5, your Wizard starts to feel very powerful with access to Level 3 spells. Take Fireball and Haste at this level and here’s why:
- Fireball: Shoot a bright flame from your fingers that explodes upon contact, torching everything in the vicinity 8d6 18m range 6m radius. This is the “mega” spell that everyone wants as a Wizard, and you start to feel very powerful. It does a massive amount of damage in a large radius. You need to make sure the area is clear or you target a spot on the ground that won’t impact your allies.
- Haste: Target yourself or an ally to become Hastened which allows an additional action for that character hastened. This spell requires concentration, and the target becomes lethargic when the condition ends after 10 turns. This gives whoever is targeted a huge advantage in combat at the expense of a level 3 spell. Typically, I don’t play my Wizard as a supporting character, but giving this ability to a Fighter that has Extra Attack and Great Weapon Master, means they can essentially attack five times in a turn!
With Fireball, you now have serious area-based damage without hurting allies due to the Eovcation subclass passive. Thus, feel free to cast this surrounded by friendly people without worrying about destroying them. Also, you can use Haste skill for utility giving one character additional action for 10 turns. However, do not cast Haste if you anticipate incoming damage because you can lose concentration and skip a turn due to the lethargic status effect.
Level Five Prepared Spells: Mage Armour, Magic Missile, Thunderwave, Grease, Chromatic Orb, Scorching Ray, Flaming Sphere, Fireball, Haste
Level 6
At level six we get an additional spell and subclass feature Potent Cantrip. Below is what you should do at this level.
Subclass Feature
- Potent Cantrip: your cantrips become harder to evade entirely. If a creature succeeds in saving throw, it still takes half its damage. This just makes Firebolt a bit more reliable which we won’t be using too often.
Spells Selection
- Counterspell: Nullify another creature’s spell as a reaction. The spell must be 3rd level or lower. If it is higher, you must succeed in a Check to nullify it, the difficulty of which is based on the spell’s Level. An amazing spell because it’s a reaction, meaning it doesn’t cost an action. You can shut down a fellow spell caster, but be careful you don’t want to use all your spell slots.
- Glyph of Warding: this is a 3m radius glyph that triggers elemental damage. The nice thing is you can pick the type of element and put it on the ground as a trap. It does not do as much damage as other area spells but has some utility because of the status effect component of different elements.
Consider Counterspell a must-have spell to slot and always keep 1 level 3 spell or higher in reserve for its use. Moreover, you can use different elements for Glyphs of Warding not just fire. This is helpful if a target is resistant to fire but vulnerable to another. Resistance reduces damage in half, while vulnerability increases by double.
Wizard Level 6 Prepared Spells: Mage Armour, Magic Missile, Slow, Scorching Ray, Fireball, Glyph of Warding, Misty Step, Mirror Image, Flaming Sphere, Haste.
Level 7
At level 7 you gain access to level 4 spells and 1 more prepared spell. Here are our suggestions:
- Ice Storm: deals 2d8 bludgeoning damage and 4d6 cold damage in a massive 6m area. This spell is a huge radius-like fireball doing two types of damage and using cold can trigger status effects. Use it for area damage at the fourth level spell.
- Banishment: temporarily Banish your target to another plane of existence requires concentration. This is a very powerful single-target crowd control effect. This does require concentration so we will use it sparingly on bosses or something that deals a lot of damage. You won’t be able to damage the target, but they won’t threaten you. Use this and clear out additional enemies in two turns.
Flex Spells: drop Chromatic Orb and Flaming Sphere for Misty Step and Mirror Image if survival is an issue.
Level 7 Wizard Prepared Spells: Mage Armour, Magic Missile, Thunderwave, Grease, Chromatic Orb, Scorching Ray, Flaming Sphere, Fireball, Haste, Counterspell, Ice Storm.
Level 8
At level 8 the Wizard gets access to two more spells and a feat. Take Greater Invisibility, Blight and Spell Sniper Feat.
Spells Selection
- Greater Invisibility: Turn a creature Invisible. Attack against it has Disadvantages. It attacks Advantage. This is a helpful skill to give allies invisibility. You can use this in and outside of combat for utility.
- Blight: 9m range, dealing 8d8 necrotic damage. This will help with single-target damage and a different elemental type if someone is susceptible to it. Moreover, they still take half damage on save, so consistent damage can spike a single target.
Feat Selection
- Spell Sniper: reduces critical chance dice roll by and you can select one cantrip. This is helpful because Eldritch Blast is the most powerful cantrip and we get a buff to Cantrip at level 6 with Potent Cantrip. Also, you are more likely to strike which is always helpful critically.
Cantrip Selection
- Eldritch Blast: Force damage The spell creates more than one beam when you reach higher levels: two beams at the 5th level and three beams at the 10th level. Each beam is rolled separately. Used when you are out of spell slots or just want force damage. This can also be useful to knock open holes in the walls outside of combat.
Gameplay: At level eight your wizard will have a lot of utility and with a better cantrip, you can not be terrified to run out of spell slots. Continue to focus on area damage as your primary goal, but adding Blight and Eldritch Blast gives us a better single-target-focused spell selection.
Level 8 Wizard Prepared Spells: Mage Armour, Magic Missile, Thunderwave, Grease, Chromatic Orb, Scorching Ray, Flaming Sphere, Fireball, Haste, Counterspell, Ice Storm, Banishment.
Level 9
At level 9, the Wizard gets to pick two more spells to learn, one more prepared spell, and access to level 5 spells.
Spell Selection
- Cloudkill: craft a large cloud that inflicts 5∼40 Poison damage per turn. Deals massive area damage and poison. You want to swap this into your prepared slots if you are fighting something resistant to other damages.
- Conjure Elemental: Bend the barrier between the Planes until they disgorge an elemental ally to follow and fight for you. I prefer the Earth Elemental because it can stun opponents. Whatever you summon, will follow you around and fight for you and not require concentration. The amount of damage and pressure these things can handle is staggering and I highly recommend using it.
Level 9 Wizard Prepared Spells: Mage Armour, Magic Missile, Thunderwave, Grease, Chromatic Orb, Scorching Ray, Flaming Sphere, Fireball, Haste, Counterspell, Ice Storm, Banishment, Conjure Elemental.
Level 10
At level 10, the Wizard can learn two spells, get a new subclass feature, and another prepared spell.
Subclass Feature
- Empowered Evocation: Your grasp of Evocation magic has tightened, and you can add your Intelligence modifier to damage rolls with any Evocation spells.
Spells Selection
- Telekinesis: Throw a creature or object up to 18m with a thought. Once per turn, you can use Telekinesis again without expending a spell slot. Heavier items deal more damage. A deceptively powerful spell in which you can one-shot kill targets by throwing them off high ledges or into death environments.
- Cone of Cold: 8d8 cold damage Make a flurry of frost, crisp air, and condensed snow crystals erupt from your hands. Another amazing conal damage spell that is cold so it can proc status effects.
Cantrip Selection
- True Strike: Gain Advantage on your next Attack Roll. A mediocre cantrip at this point but an advantage can be helpful if you need to land big damage.
Level 10 Wizard Prepared Spells: Mage Armour, Magic Missile, Thunderwave, Grease, Chromatic Orb, Scorching Ray, Flaming Sphere, Fireball, Haste, Counterspell, Ice Storm, Banishment, Conjure Elemental, Cloudkill.
Level 11
At level 11 the Wizard accesses the final level of spells, level 6. Our recommendation is Disintegration and Globe of Invulnerability.
Spell Selection
- Disintegrate: Shoot a thin green ray from your finger. If the 50-100 Force damage reduces the target to 0 hit points, it disintegrates into crumbly ash. My favorite spell in the entirety of Baldur’s Gate 3. It’s a powerful single-target damage spell that can outright disintegrate targets. While this build is focused on AOE, it’s a must-have in any area for single target pressure.
- Globe of Invulnerability: Creates a barrier that makes creatures and objects inside it Immune to all damage 3m and requires concentration. Essentially you cannot die while in this barrier. It can be helpful when taking heavy pressure and you need to turtle up, you and or your team.
In summary, you will only have access to one level 6 spell slot at a max level of 12. Therefore, consider seeking the Legendary Staff early in Act 3 which negates the cost of one spell. You can then use two per long rest. Globe of Invulnerability can be helpful during certain fights where a legendary action is being taken. This will happen on higher difficulty like Honour mode.
Level 11 Wizard Prepared Spells: Mage Armour, Magic Missile, Thunderwave, Grease, Chromatic Orb, Scorching Ray, Flaming Sphere, Fireball, Haste, Counterspell, Ice Storm, Banishment, Conjure Elemental, Cloudkill, Disintegrate.
Level 12
We’ve reached a max level of 12 with our Baldur’s Gate 3: Best Gale Companion Build. At this level, you can learn two more spells, prepare one additional, and select a feat.
Spells Selection
- Chain Lighting: deals 10-80 lighting damage Strike an enemy with lightning. Three more bolts will leap from the target, electrifying as many as three other enemies within 18m. This is another amazing damage skill that has some area or multitarget potential. What holds the spell back from Disintegrate, is the lowest it can strike is 10, so there’s a wide range of outcomes but has better multi-kill potential. Swap them in and out and test your preference.
- Create Undead: Create a corpse as a heinous mummy that fights by your side. Useful spell that can give you another ally until a long rest. Find the item Crypt Lord Ring for a free spell cast in Act 3.
Feat Selection
- Ability Improvement: +2 to Intelligence.
At this stage, you should feel like an utter god. Unlike other classes, you can swap in spells and out. As a Wizard you can also learn more spells than what we have listed.
- Survival: Mage Armour, Mirror Image, Misty Step, Globe of Invulnerability, Invisibility Spell or Potion.
- Area Damage: Fireball, Chromatic Orb, Ice Storm, and Cloudkill.
- Single target: Scorching Ray, Disintegrate, Eldritch Blast, or Fireball.
Level 12 Wizard Prepared Spells: Mage Armour, Magic Missile, Thunderwave, Grease, Chromatic Orb, Scorching Ray, Flaming Sphere, Fireball, Haste, Counterspell, Ice Storm, Banishment, Conjure Elemental, Cloudkill, Disintegrate, Globe of Invulnerability.
Best Gear for Gale 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. Progression and finding new gear are part of the game, and you will organically get more powerful weapons during your journeys.
Beginner: Starting the Game
This gear is meant for Act 1 gear, and the meta chart is something for you to progress to by the end of the game, Act 3. Here’s the best beginner gear for our Baldur’s Gate 3: Best Gale Companion Build:
Gear Slot | Best Gear Item | Effect |
---|---|---|
Head | Circlet of Blasting | Free Scorching Ray |
Cape | – | |
Chest | The Protecty Sparkswall | +1 Spell Saves |
Gloves | Bracers of Defence | +2 AC without Shield |
Boots | Disintegrating Night Walkers | Mobility & Misty Step |
Necklace | Amulet of Misty Step | Free Misty Step |
Ring | ing of Absolute Force | Free Thunderwave |
Ring | Sunwalker’s Gift | Darkvision |
Weapon 1 Main Hand | Melf’s First Staff | Free Acid Arrow |
Weapon 2 Ranged | Hunting Shortbow | 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 X: -645 Y: 360 (Alternative Poisoner’s Robe).
- Bracers of Defence: Obtained in Necromancers cellar in Blighted Village (Alternative Gloves of Missile Snaring, or Gloves of Hail of Thorns, swap if using a shield).
- Disintegrating Night Walkers: Found in Underdark from Ne’re NPC (Alternative Cinder Shoes).
- Amulet of Misty Step: Found in a Gilded Chest (X386 Y8) in Defiled Temple (Alternative Moondrop Pendant).
- Ring of Absolute Force: Dropped by Sergeant Thrinn in Grymforge (Alternative Ring of Colour Spray).
- Sunwalker’s Gift: Buy it from Blurg in Myconid Colony in the Underdark (Alternative The Sparkswall).
- Melf’s First Staff: Sold by Blurg in the Myconid Colony (Alternative Spellsparkler, or Staff of Crones).
- Shield – Adamantine Shield (optional/drop Bracers of Defence): crafted in Gyrmforge.
- Hunting Shortbow: Sold by Dammon in the Druid Grove.
Advanced: End-Game
The following table presents the best advanced and end-game gear for our Baldur’s Gate 3: Best Gale Companion Build:
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 | Markoheshkir | Free Spells, +1 Roll |
Weapon 1 Off-Hand | Viconia’s Walking Fortress | 3 AC, Reflect Spell |
Weapon 2 Ranged | Darkfire Shortbow | Free Haste Spell |
- 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).
- Markoheshkir: At Ramazith’s Tower (Alternative Staff of Cherished Necromancy, 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 Wizard Consumables, Potions, and Items
The following list represents the best individual use consumable items that will aid in our Baldur’s Gate 3: Best Gale Companion Build:
- Potion of Greater Healing: 8d4 + 8 healing and removes burning.
- Potion of Invisibility: Become invisible for 1 minute. Attacking or casting spells ends the status.
- Potion of Flying: 10 turns of flying.
- 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.
- 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).
Gale Gameplay Tips and Tricks in BG3
Here are 10 gameplay tips and tricks for playing our Baldur’s Gate 3: Best Gale Companion Build:
- Pre-Buff: Always cast Mage Armour following a long rest for additional AC and survivability.
- Bonus Action: Use bonus action for potions, jump, and even hide.
- Use Environment: Combine a fire spell with Grease and coat the area with fire damage or water with electrical damage.
- Knockback: Use a spell-like Thunderwave or Teleknises to forcibly remove melee fighters from you.
- Area Damage: You do not have friendly fire, so don’t be afraid to cast Fireball onto allies.
- Rest Constantly: Your spell slots will quickly run out after one or more fights, especially if challenging.
- Positioning: Avoid positioning close to melee fighters and spend the extra movement to retreat.
- Crowd Control: use spells like Sleep, Hold Person, or Banishment to limit incoming attackers.
- Big Nuke: Save at least one of your spell slots in reserve for a critical moment where you need Misty Step or Counterspell.
- Use Consumables: One of the best early consumables is the Potion of Speed for double actions!
Remember, this build guide serves as a foundation, and you can always adapt it to suit your preferences and the needs of your campaign. Enjoy playing as a formidable Evocation Wizard!
Gale Companion Changes in Patch 7 for BG3
Gale received two changes in Patch 7: you can now give Gale magic items from the traveller’s chest, and you can’t use Netherse Orb blast in the Netherbrain’s Psyche. Outside of the combat, gameplay, and story remain largely the same surrounding Gale’s character.
Larian Studios’ main focus in this patch is mods. The game now features a modding toolkit and an in-game mod manager, allowing players to create and install mods directly within the game. This update is intended to hand over creative control to the community, enabling players to produce unique content and continue the story in new ways. This best Cleric Build Guide remains unchanged, mainly in Baldur’s Gate 3 Patch 7.
Baldur’s Gate 3 Gale Companion Build Summary Guide
If you followed the guide, this is how the Baldur’s Gate 3: Best Gale Companion Build components should look:
Recruit Gale
- Roadside Cliffs Next to The Purple Portal Rune
Subclass – Evocation
Preferred Weapon – Quarterstaff
Preferred Armor – Light
Race – Human
Best Early Spell – Thunderwave
Best Late Spell – Fireball
Gale Abilities Score
- Strength 8
- Dexterity 16
- Constitution 14
- Intelligence 16
- Wisdom 10
- Charisma 10
- Level 4 – +2 Intelligence
- Level 8 – Spell Sniper
- Level 12 – +2 Intelligence
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