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.
- Gale Features & Mechanics
- How to Find and Recruit Gale
- Wizard Spell Casting Explained
- Gale Race
- Ability Score
- Gale Wizard Level Progression
- Consumables, Potions, and Items
- Gameplay Tips and Tricks
Gale Companion Introduction
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 own 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.
This build has been updated for the latest version of Baldur’s Gate 3
|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
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 in order 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 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 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.
The best subclass for Gale Wizard 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 own name.
- 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 from 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
- Evocation Savant (Level 2): Halves the cost to learn Evocation spells from Scrolls. Learning these spells will only cost
25gpper 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 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. The advance of the human race is it allows Gale (Wizard) to equip light armor vs clothing. This helps give him some flexible gear options.
Recommended Skills for Gale Build
Arcana and History are the best skills for the 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.
Here are the skills for Gale in Baldur’s Gate 3:
In Baldur’s Gate 3 each skill is related to a specific ability score and it’s effectiveness scales with the level of that score. You want to choose skills for your character that they already have a high ability score in. For example, if you want to have high Persuasion (which is used to influence dialogue choices), you need to have correspondingly high Charisma. Ideally, you want a party composition which includes a variety of high ability scores which can give you success in different skills.
For example, a primary Dexterity companion like Astarion can be the primary one to open locks with his Sleight of Hand ability. A primary Intelligence companion such as Gale can be used to investigate cursed objects or can take the lead in dialogue with Intelligence checks.The ideal configuration is to have one member with primary Dexterity, one primary Intelligence, one primary Charisma, and one primary Wisdom. This may not always work out, and may not be 100% necessary, depending on your own personal roleplay style, your preferred companions and how you like to play the game.
Gale Companion Ability Score
Below is the best ability score to unlock the full potential of a Gale in Baldur’s Gate 3:
|Ability Score||Points Goal|
The best ability score for the Gale with the Evocation Wizard subclass 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.
Gale Wizard Level Progression
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 Halsin’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 Staffs usually come with an extra spell and can be helpful.
- 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).
- 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 to land. 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.
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
- Sculpt Spells: Create pockets of safety within your Evocation Spell. Allied creatures automatically succeed their saving throws and take no damage from them. An 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 Chromatic Orb and Featherfall at this level.
- Find Familiar: Gain the service of a familiar, a 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 really.
- 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
At level three, what will happen is 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 deal 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 same target or up to three which is great for multi-kills without using and are skill.
Gameplay: We only slot Scorching Ray at this level not Misty Step. The main reason, there’s a useful amulet that gives us this spell for free. If you find yourself dying a lot, swap out Grease for Misty Step and zip away until you get the Amulet. Also, you can learn Mirror Image with 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
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.
- Flaming Sphere: this creates a fireball that acts as a companion and can do damage for you. It’s a great decoy along with easy-to-do damage skill. Moreover, it can be cast prior to 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.
- Blade Ward: Take only half of the damage from Bludgeoning, Piercing, and Slashing attacks. This is a decent cantrip when expecting incoming melee damage.
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.
Gameplay: At this level, summing 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.
Level Four Prepared Spells: Mage Armour, Magic Missile, Thunderwave, Grease, Chromatic Orb, Scorching Ray, Flaming Sphere
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 explode 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!
Gameplay: At this level, your main focus is Fireball for damage, Haste for utility, and Scorching Ray for a single target. Use Flaming Sphere as a distraction and swap in Misty Step or Mirror Image if you struggle with survival.
Level Five Prepared Spells: Mage Armour, Magic Missile, Thunderwave, Grease, Chromatic Orb, Scorching Ray, Flaming Sphere, Fireball, Haste
- Potent Cantrip: your cantrips become harder to evade entirely. If a creature succeeds in saving throw, they still take half its damage. This just makes Firebolt a bit more reliable which we won’t be using too often.
- Counterspell: Nullify another creature’s spell as a reaction. The spell must be 3rd level or lower. If it is higher, you must succeed 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 procs elemental damage. The nice thing is you can pick the type of element and put it on the ground as a trap. It’s not as much damage as other area spells but has some utility because of the status effect component of different elements.
Wizard Level 6 Prepared Spells: Mage Armour, Magic Missile, Slow, Scorching Ray, Fireball, Glyph of Warding, Misty Step, Mirror Image, Flaming Sphere, Haste.
- Ice Storm: deals 2d8 bludgeoning damage and 4d6 cold damage in a massive 6m area. This spell is huge radius-like fireball doing two types of damage and using cold can proc 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.
- Greater Invisibility: Turn a creature Invisible. Attack against it have Disadvantage. It attacks with 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.
- 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.
- Eldritch Blast: Force damage The spell creates more than one beam when you reach higher levels: two beams at 5th level and three beams at 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 better single target focused.
Level 8 Wizard Prepared Spells: Mage Armour, Magic Missile, Thunderwave, Grease, Chromatic Orb, Scorching Ray, Flaming Sphere, Fireball, Haste, Counterspell, Ice Storm, Banishment.
- 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.
- Empowered Evocation: Your grasp of Evocation magic has tightened, and you can add your Intelligence modifier to damage rolls with any Evocation spells.
- 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 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.
- True Strike: Gain Advantage on your next Attack Roll. A mediocre cantrip at this point but 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.
At level 11 the Wizard accesses the final level of spells, level 6. Our recommendation is Disintegration and Globe of Invulnerability.
- 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.
- Usage: 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 aresnal 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.
- Usage: essentially you cannot die while in this barrier. It can be helpful when taking insane pressure and you need to turtle up, you and or your team.
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.
- 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.
- Heroes’ Feast: Produce a feast for 12 guests that cures diseases, immunizes to poison and increases hp by 2d10 for 24 hours. A utility skill for help with status effects and increase health pool.
- Ability Improvement: +2 to Intelligence.
- 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 Gale Companion Build in Baldur’s Gate 3:
|Gear Slot||Best Gear Item|
|Head||Circlet of Blasting|
|Chest||The Protecty Sparkswall|
|Gloves||Bracers of Defence|
|Necklace||Amulet of Misty Step|
|Ring||Ring of Colour Spray|
|Weapon 1 Main Hand||Melf’s First Staff|
- Circlet of Blasting: Can cast the spell Scorching Ray once per Long Rest. Sold by Blurg in the Myconid Colony.
- The Protecty Sparkswall: 10 AC + Dexterity modifier, +1 bonus to spell saves. Looted in Gilded Chest in Grymforge X: -645 Y: 360.
- Bracers of Defence: You gain a +2 bonus to Armour Class as long as you are not wearing armour or holding a shield. Obtained in Necromancers cellar in Blighted Village
- Cinder Shoes: whenever you Burn an enemy, you gain 2 turns of Heat. Sold by Blurg in the Myconid Colony, Underdark.
- Amulet of Misty Step: Grants Misty Step Level 2 Conjuration Spell. Found in a Gilded Chest (X386 Y8) in Defiled Temple
- Ring of Colour Spray: Once per Battle, you can cast the Colour Spray spell. Obtained in Harpy’s Nest Secluded Cove (X:326, Y:495).
- Sunwalker’s Gift: the wearer can see in the dark up to 12m (used for non-Darkvision races like Dragonborn, Githyanki, etc). Buy it from Blurg in Myconid Colony in the Underdark.
- Alternative: The Sparkswall: the wearer cannot be electrocuted and gains resistance to lightning damage. Obtained in a chest in Arcane Tower, Underdark Act 1.
- Melf’s First Staff: 1d6 + 1 bludgeoning damage, gain +1 bonus to spell save DC, spell attack rolls, and Melf’s acid Arrow once per long rest. Sold by Blurg in the Myconid Colony.
The following table presents the best advanced and end-game gear for the Gale Companion Build in Baldur’s Gate 3:
|Gear Slot||Best Gear Item|
|Cape||Cloak of the Weave|
|Chest||Elegant Studded Leather|
|Boots||Disintegrating Night Walkers|
|Necklace||Amulet of Greater Health|
|Ring||Shifting Corpus Ring|
|Weapon 1 Main Hand||Markoheshkir|
- Helldusk Helmet: You can see in a magical and ordinary darkness up to a range of 12m. You cannot be Blinded; The wielder has a +2 bonus to Saving Throws against spells; Attackers can’t land Critical Hits on the wearer.
- Found inside the the House of Hope treasure room in front of Raphael’s Boudoir. Locking mechanism is revealed after passing a DC10 Perception Check.
- Cloak of the Weave: You gain a +1 bonus to Spell Save DC and Spell Attack Rolls; Absorb elemental damage once per Short Rest. Take half damage from the next elemental attack targeting you, and deal an additional 1d6 of that element type on your next attack.
- Can be found in a locked chest in Raphael’s House of Hope.
- Elegant Studded Leather: Gain a +2 bonus to Initiative, shield reaction, Advantage on Stealth Checks.
- Opening vault on Return Rakath’s Gold quest in Counting House.
- Quickspell Gloves: Cantrips that cost an action cost a bonus action instead. This effect can be used once per Short Rest.
- Can be purchased at Lorroakan’s Projection at Sorceror’s Sundries
- Disintegrating Night Walkers: Can’t be Enwebbed, Entangled, or Ensnared and can’t slip on grease or ice; Misty Step once per Short Rest
- Dropped by True Soul Nere at the Grymforge
- Amulet of Greater Health: Increases the wearer’s Constitution score to 23; Advantage on Constitution Saving Throws Checks.
- Can be found in the House of Hope
- Killer’s Sweetheart: When you kill a creature, your next Attack Roll will be a critical hit. Once spent, this effect refreshes after a Long Rest.
- Can be found laying on the ground at the top of the stone structure in the Self-Same Trial inside the Gauntlet of Shar ( X: -833 Y: -729).
- Shifting Corpus Ring: Gain access to the Invisibility and Blur spells
- Drop by Fist Marcus at the Last Light Inn
- Markoheshkir: You gain a +1 bonus to Spell Save DC and spell attack rolls; Alleviate the arcane burden of spellcasting with the power of this staff. The next spell you cast doesn’t cost a spell cost.
- At Ramazith’s Tower, get to the lower level by jumping from the balcony with Feather Fall active. Find the interactive plate with the inscription “Below”. Press it to teleport at the bottom, and disable the shield using arcane.
Best Wizard Consumables, Potions, and Items
The following list represents the best individual use consumable items that will aid in our Wizard Build:
- Potion of Speed: Gain extra action, +2 Armour Class, Advantage on Dexterity Saving Throws, and double movement speed making it the best consumable in the game.
- Smokepowder Bomb: Throw bomb 18m with a 4m radius dealing 3d4+9 Force damage dealing a massive amount of area damage.
- Greater Healing Potion: Use a bonus action to self-heal for 4D4+ 4 HP.
- Feather Fall Scroll: Become immune to falling damage which helps to enter Underdark.
- Alchemist Fire: Throwable single target dealing 1d4 Fire damage per to turn to a creature hit
Gale Gameplay Tips and Tricks
Here are 10 gameplay tips and tricks for playing a Gale Companion in Baldur’s Gate 3:
- Pre-Buff: Always cast Mage Armour following a long rest. This will keep you alive and often time you will forget it falls off. You can then immediately use spell recharge to fill back up on spell slots.
- Bonus Action: Don’t forget your bonus action which isn’t that useful immediately for Wizard. Often times you can use a potion of healing or speed to increase your chances of survival while doing damage.
- Use Environment: Remember that environment plus elements can equal big damage. Combine a fire spell with Grease and coat the area with fire damage. Same with water and electrical, have some way to use the environment and do extra damage.
- Knockback: Having a spell like Thunderwave is essential to handling pressure from melee targets. Oftentimes, you will be the number one target of Fighters and Rangers. Combine a big knockback with Misty Step and create distance whenever you can to survive.
- Area Damage: Wizards bring big area damage to the party and that should be your focus when creating and using your build. Think of ways to hit multiple targets directly or with environmental damage to inflict the most damage at once.
- Rest Constantly: Your spell slots will quickly run out after one or more fights, especially if challenging. During my playthrough, resting and using the resources is merely a small-time commitment, but it’s the difference between life and death when you enter combat.
- Positioning: Keeping your distance and firing off spells and cantrips is how you successfully do damage. Every turn, ask yourself what’s the likelihood a melee character or range can hit me? Look to move back in distance and even use Hide to prevent damage from coming in. As a Wizard you do not lack damage, but survival can be tricky.
- Crowd Control: Wizards have great single-target and group crowd control. Make sure you focus on taking out the primary target with Sleep, Hold Person, or any other CC to limit potential damage.
- Big Nuke: Typically, you want to fire off your big spells early to finish off targets before they can attack you. Save at least one of your highest spell slots in reserve for a critical moment. Usually, I do this for Misty Step as it’s a get-out-of-jail-free card.
- Use Consumables: One of the best early consumables is the Potion of Speed. This gives you an extra action that the Wizard lacks inherently. This essentially doubles your combat potential for a few turns. The best part, it’s a bonus action to consume, so you can use it at the start of a battle and have a huge opening attack.
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!
If you followed the guide, this is how your Baldur’s Gate 3 Gale with all Build components should look:
- 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
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