This guide focuses on the best Wizard build in Baldur’s Gate 3, the Illusion subclass, and includes all components to create a powerful character.
- Mechanics and Features
- Spell Casting Explained
- Ability Scores
- Spell Slots
- Illithid Powers
- Level Progression
- Best Gear
- Consumables and Items
- Gameplay Tips and Tricks
- Build Guide Summary
This build has been updated for the patch 4 version of Baldur’s Gate 3.
Illusion Wizard Class Introduction
Wizards class are renowned for their spellcasting prowess and unmatched versatility. They have access to the largest spell list in the game, enabling them to adapt to various situations. Wizards excel in area-of-effect spells, utility, and control, but they may require careful planning and preparation. This build will utilize the Illusion subclass.
An illusion Wizard in BG3 is a master of deception, using their magic to create illusions that can be used to confuse, distract, and even control their foes. They are skilled in the use of spells such as minor illusion, fear, and mirror image, which can be used to create realistic illusions of objects, creatures, and even entire scenes. Consider playing this build if an illusion-style gameplay and roleplaying suits you. This build will walk you through all the of important choices and components of the Best Baldur’s Gate 3 Illusion Wizard Build Guide.
|Illusion Build Pros||Illusion Build Cons|
|Spell Selection||Friendly Fire AOE|
|Outside Combat Utility||Lacks Additional Actions|
|Great Area Damage||Weak Mobility|
Illusion Wizard Class Mechanics and Features
Here are the essential Baldur’s Gate 3 Illusion Wizard Build features and mechanics to focus on:
- Primary Ability: Intelligence
- Saving Throws: Intelligence and Wisdom
- Subclass: Illusion School
- Armour Proficiency: None
- Weapon Proficiency: Quarterstaves, Light Crossbows, Dagger
- Preferred Armor: Clothing
- Preferred Weapon: Quarterstaff
- Illusion Savant: Learning Illusion spells from scrolls costs half as much, becoming 25 gold pieces per spell level.
- Illusory Self: You can magically fashion an illusory duplicate of yourself when attacked, causing your foe to automatically miss that attack.
- Arcane Recovery: Replenish spell slots while out of combat.
Wizard Spell Casting Explained
- Cantrips: are like spells, but you can cast them infinitely, and they don’t take your spell slots.
- Prepared Spells: allows you to swap in and out spells that you’ve learned in your spell book.
- Spell Slots: limited resource of spells you can cast which needs long rest to replenish.
- Arcane Recovery: a resource that allows you to recover used spell slots.
- Concentration: spells that require you to focus which can be interrupted and you can only have one active at a time.
For the list of the best spells, look below in level progression while playing the Best Baldur’s Gate 3 Illusion Wizard Build Guide.
An illusion wizard in Baldur’s Gate 3 is a spellcaster who specializes in the school of illusion magic. Illusion magic allows the wizard to manipulate the perceptions and senses of others, creating illusions that can deceive, distract, or even harm their enemies. Illusion wizards are masters of misdirection and subterfuge, using their magical abilities to confound and confuse their foes.
- Illusion Savant (Level 2) – Learning Illusion spells from scrolls costs half as much, becoming 25 gold pieces per spell level.
- Improved Minor Illusion (Level 2) – You can cast Minor Illusion as a bonus action. You can remain hidden while casting this spell. This spell can be cast while you are Silenced.
- See Invisibility (Level 6) – Become able to see Invisible creatures, and possibly reveal them to others.
- Illusory Self (Level 10) – You can magically fashion an illusory duplicate of yourself when attacked, causing your foe to automatically miss that attack.
Sage is the best Background for our Illusion Wizard Build because you gain two proficiencies in intelligence-based skills. You want to pick a Background that gives you skill proficiency in primary ability (stat) Intelligence. This choice mostly influences roleplaying and dialogue options aspects and allows you to create unique characters. Additional choices are:
- Sage: You are curious and well-read, with an unending thirst for knowledge. Learning about the rare lore of the world will inspire you to put this knowledge to a greater purpose.
- Acolyte: You have spent your life in service to a temple, learning sacred rites and providing sacrifices to the god or gods you worship. Serving the gods and discovering their sacred works will you to Greatness.
- Noble: You were raised in a family among the social elite, accustomed to power and privilege. Accumulating renown, power, and loyalty will raise your status.
While we suggest Sage as the best background, you need to select a background that fits your character narrative, and skill proficiencies can be made up with different feats and perks. Think about your character’s story to create the Best Baldur’s Gate 3 Illusion Wizard Build Guide.
Best Race Choice for Illusion Wizard Build
The best overall race for our Best Baldur’s Gate 3 Illusion Wizard Build Guide is the High Half-Elf because they get an extra cantrip, light armour, and shield proficiency. High Half-Elf can pair a quarterstaff with a shield at level 1 for extra Armour Class (AC) along with Darkvision making it the best race for Illusion Wizard in BG3. The Human race also has Civil Militia traits with extra skill proficiency and additional carrying capacity making it a great secondary choice.
|Free Cantrip||Civil Militia|
|Civil Militia||Extra Skill Proficiency|
|Darkvision||Additional Carry Capacity|
The Wizard’s racial choice will not influence ability score, as everyone should get a +2 and +1 to spend regardless. This frees your race choice up to not completely hinder yourself based on ability score, but race features. Each of these races offers unique advantages that can enhance your combat prowess, survivability, or utility. Additionally, consider the roleplaying opportunities and character concepts that resonate with you when playing the Best Baldur’s Gate 3 Illusion Wizard Build Guide.
Recommended Skills for Illusion Wizard Build
Investigation and Religion are the best skills for our Best Baldur’s Gate 3 Illusion Wizard Build Guide 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.
Here are the best skills for Wizard in Baldur’s Gate 3:
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 at your camp with NPC WIthers. Feel free to respec and experiment throughout the leveling process while playing the Best Baldur’s Gate 3 Illusion Wizard Build Guide.
Best Wizard Ability Scores
Below is the best ability score to unlock the full potential of the Best Baldur’s Gate 3 Illusion Wizard Build Guide:
The best Illusion Wizard ability score is 16 Intelligence because it increases spells’ chance to land and damage along with 16 Dexterity. Dexterity and cloth will help with your Armour Class (AC), and combine 16 Dexterity with Mage Armour spells you have 16 AC at the level and a much better chance to avoid spells.
During character creation, the game will automatically distribute your abilities in the character creation abilities tab. You will need to reprioritize the stats for the chart for the Best Baldur’s Gate 3 Illusion Wizard Build Guide. Simply use the plus-minus in the character creator and make sure you have the suggested race, or the numbers will be off.
Illusion Wizard Spell Slots
Here’s a chart that shows the levels and spell slots unlocked for the Wizard class in Baldur’s Gate 3:
Illusion Wizard Illithid Powers
Illithid Powers are unlocked later in the game when you learn more about the Mind Flayers and tadpoles. You can gain jars of Mind Flayer Parasite Specimens, consume them to gain one point. This is essentially another skill tree advancement with some very strong powers. If you decide to advance this skill line, these are the choices we suggest.
Here are the best Illithid Powers for the Best Baldur’s Gate 3 Illusion Wizard Build Guide:
- Charm: Channel the dark allure of the tadpole to Charm an enemy that attacks you, preventing them from attacking you until their next turn.
- Repulsor: Deal force damage and Force Push anything and anyone back 6m.
- Mind Blast: Spew forth a conical wave of psychic energy and possibly stun targets within for 1 turn dealing psychic damage.
- Freecast: Spell slots, charges, and similar resource costs for your next action or spell are removed. Refreshes after a Short or Long rest.
Keep in mind, that you make an important decision in Act 3 of the game to advance these powers or not. For the sake of not spoiling things, realize there will be consequences when taking these powers with the Best Baldur’s Gate 3 Illusion Wizard Build Guide.
Illusion Wizard Level Progression
Level one follow our character creator to pick all correct background, race, skills, and ability distribution focusing on intelligence and dexterity. You want to use cloth and a quarterstaff. If you’ve picked a High Half-Elf or a Human, you can equip a shield with a Quarterstaff for some extra AC. At Level 1 the Wizard will unlock the following: three cantrips, two Level 1 spells slots and learn six spells. Below we will walk you through all the important aspects of the Best Baldur’s Gate 3 Illusion Wizard Build Guide.
- Fire Bolt: Hurls fireball dealing 1d10 fire damage 18m range.
- Light: Infuse an object with an aura of light. Lasts until Long Rest.
- Minor Illusion: Create an illusion that compels nearby creatures to investigate. You can remain hidden while casting this spell. This spell can be cast while you are Silenced.
- Mage Hand: Create a spectral hand that can manipulate and interact with objects.
- Mage Armour: Surround an unarmoured creature with a protective magical force. Its Armour Class increases to 13 + Dexterity modifier.
- Magic Missile: Create 3 darts of magical force, each dealing 1d4+1 Force to its target. The darts always hit their target.
- Grease: Cover the ground in grease, slowing creatures within and possibly making them fall Prone.
- Thunderwave: Release a wave of thunderous force that pushes away all creatures and objects (2d8 Thunder).
- Chromatic Orb: Hurl a sphere that deals 3-24 elemental damage and possibly creates a surface on impact.
- Shield: When you are about to be hit by an enemy, increase your Armour Class by 5 as a reaction.
Arcane Recovery (class feature): 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.
At level 1, your gameplay will revolve around the following spells Magic Missile for single-target damage, Grease with Firebolt Cantrip for area damage, and Thunderwave for knockback.
The most important practice at this level is to cast Mage Armor after every long rest. This spell gives you a +3 Armor Class (AC). While wearing clothing or light armor, you get another +3 AC due to having 16 Dexterity. This combination gives you 16 AC at level 1 while wearing zero armor. AC determines the likelihood of getting hit, rather than damage mitigation, but it is essential for survival early on.
The downside of this setup is that you lack spell slots. Using a level 1 spell slot immediately reduces your damage or spell availability. That’s why the High Half-Elf is a great racial choice. The Fire Bolt cantrip does great damage early on and does not use spell slots. You can also use Arcane Recovery to gain spell slots and should be using Sleep to crowd-control targets early.
As you progress through your levels, you will lean more on damage, and less on crowd control for utility. Your goal is to make use of your action with spells, and then bonus action with potions or consumables. Also, remember you have friendly fire with area-based spells so only target areas without allies. Feel free to change the suggested prepare spell loadout before each encounter. With the below list, you will lack crowd control early. Depending on your party composition, you may want to flex in Sleep vs. Grease for an effective CC early in BG3.
Illusion Wizard Level 1 Prepared Spells: Mage Armour, Magic Missile, Grease, and Thunderwave.
- Illusion Savant (subclass feature): Learning Illusion spells from scrolls costs half as much, becoming 25 gold pieces per spell level.
- Improved Minor Illusion (subclass feature): You can cast Minor Illusion as a bonus action. You can remain hidden while casting this spell. This spell can be cast while you are Silenced.
- Disguise Self (spell selection): Magically change all aspects of your appearance.
- Find Familiar (spell selection): Summon a familiar, a fey spirit that takes an animal form of your choosing.
This level unlocks our Improved Minor Illusion subclass feature. The benefit of this ability is it can be used as a bonus action, 18m range, and cast while silent. This is a great distraction tool that you can use inside and outside of combat to manipulate NPCs. It’s a good idea to stay hidden when exploring dangerous areas and cast Improved Minor Illusion from stealth to avoid detection.
At this level, we take a couple of utility spells like Disguise Self and Find Familiar. These are useful to prepare outside of combat when you don’t expect an engagement. Before a battle, you can change your prepared spells to more of a combat-focused loadout. In that regard, prepare Chromatic Orb. You can combine this with Grease for a big explosion or use the Ice element for a proc-prone status effect.
Illusion Wizard Level 2 Prepared Spells: Mage Armour, Magic Missile, Grease, Thunderwave, and Chromatic Orb.
At Level 3 the Illusion Wizard unlocks two level 2 spells and gets to select two new spells with a total of 6 prepared spells.
- Invisibility (spell selection): Touch a creature to turn it Invisible. Attacks against it have Disadvantage. It attacks with Advantage. Invisibility breaks when you fail Stealth Checks on attacking, casting spells, or interacting with items.
- Scorching Ray (spell selection): Hurl 3 rays of fire. Each ray deals 2∼12 Fire damage.
We pickup Scorching Ray a great long ranged damage ability that allows you to pick up to three targets. Consider this a higher-powered Magic Missile with some fire elemental damage. Next level we will look to grab Misty Step for mobility. Invisibility is useful inside and outside of combat, so learn this spell and add it to your arsenal. Invisibility can be used as a defensive spell when you need to escape, reposition, and heal.
Illusion Wizard Level 3 Prepared Spells: Mage Armour, Magic Missile, Grease, Thunderwave, Chromatic Orb, and Scorching Ray.
- Blade Ward (cantrip selection): Take only half of the damage from Bludgeoning, Piercing, and Slashing attacks.
- Misty Step (spell selection): Surrounded by silver mist, you teleport to an unoccupied space where you can see up to 18m range.
- Mirror Image (spell selection): 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.
- Ability Improvement (feat selection): Add +2 Intelligence.
Level four gives us a lot of flexibility and I suggest +2 to Intelligence. Immediately following accepting the level screen, you get an extra prepared spell due to more intelligence. Misty Step is a great mobility tool that costs a bonus action so it can be combined with an action per turn. Early on, Misty Step toward an opponent on a ledge with Thunderwave is a fun play. Use this offensively and defensively.
Mirror Image and Blade Ward are both defensive spells. Mirror Image can carry your survivability when pressured by weapon-based users. Typically I carry Mirror Image scrolls rather than preparing the spell since the Wizard can survive decent with mobility and knockback. At this level, you may still need a crowd control skill. Consider Hold Person over Sleep at this level for a powerful single target CC.
Illusion Wizard Level 4 Prepared Spells: Mage Armour, Magic Missile, Grease, Thunderwave, Chromatic Orb, Scorching Ray, Misty Step, and Invisibility.
At level 5 the Illusion Wizard unlocks 2 level 3 spell slots and selects two spells with another prepared spell. Below are our suggestions at level five:
- Fireball (spell selection): Shoot a bright flame from your fingers that explodes upon contact, torching everything in the vicinity 8d6 18m range 6m radius.
- Counterspell (spell selection): 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.
At this level we want to drop Chromatic Orb from our prepared spells and pickup Fireball This will serve as our major area-based damage spell. Keep in mind, that you will have friendly fire with this build so aim it appropriately or your companions will die. Counterspell is another prepared spell that will help shutdown enemy spell casters. It’s a good idea to counter incoming crowd control spells like Command or Hold Person. These can incapacitate an ally and will shutdown your team. If you struggle with survival at this level, drop a spell for Mirror Image.
Illusion Wizard Level 5 Prepared Spells: Mage Armour, Magic Missile, Grease, Thunderwave, Scorching Ray, Misty Step, Invisibility, Fireball, and Counterspell.
At level 6 the Illusion Wizard unlocks a subclass feature and selects two spells. Below are our suggestions at level six:
- Fear (spell selection): Project an image so frightening it makes targets drop their weapons and become Fearful. They will be easier to hit and cannot move. If the target ends their turn where they can’t see you, they can make another Saving Throw to shake off their fear.
- Hold Person (spell selection): Hold a humanoid enemy still. They can’t move, act or react. Attacks from within 3m are always Critical Hits.
- See Invisibility (subclass feature): Become able to see Invisible creatures, and possibly reveal them to others.
You want to pick up some powerful crowd control abilities at this level with Fear and Hold Person. Fear is a projection type of illusion spell and fits with the build team. It’s a very powerful crowd control ability due to enemies dropping their weapons. If you struggle with various Githyanki Warrior fights, this is your spell. Hold Person is better for single-target spell casters at the range that needs to be shut down. See Invisibility is also unlocked which can help in niche combat situations and questing. Prepare Fear spell at this point to round out your loadout with a powerful crowd control ability.
Illusion Wizard Level 6 Prepared Spells: Mage Armour, Magic Missile, Grease, Thunderwave, Scorching Ray, Misty Step, Invisibility, Fireball, Counterspell, and Fear.
- Greater Invisibility (spell selection): Turn a creature Invisible. Attacks against it have Disadvantage. It attacks with Advantage. Invisibility breaks when you fail increasingly harder Stealth Checks on attacking, casting spells, or interacting with items.
- Blight (spell selection): deals 8d8 Necrotic damage to a single target within 9 meters.
At this level, we get Greater Invisibility which will allow us to drop Invisibility. This will give you two level 4 spells to prepare including Blight. Blight is a medium-range powerful single-target damage ability. This is helpful to round out our elemental effects and make sure to examine potential targets to see if they are resistance or weak to a certain element.
Illusion Wizard Level 7 Prepared Spells: Mage Armour, Magic Missile, Grease, Thunderwave, Scorching Ray, Misty Step, Invisibility, Fireball, Counterspell, Fear, Greater Invisibility, and Blight.
- Magic Initiate Warlock (feat selection): You learn two cantrips and a Level 1 spell from the warlock spell list. You can cast the Level 1 spell once per Long Rest. Your Spellcasting Ability for all 3 spells is Charisma.
- Eldritch Blast (cantrip selection): Conjure 1 beam(s) of crackling energy for 1~10 of Force damage.
- Friends (spell selection): Gain Advantage on Charisma Checks against a non-hostile creature. This spell can be cast while you are Silenced.
- Hellish Rebuke (spell selection): React to your next attacker with flames that deal 2~20 Fire damage.
- Ice Storm (spell selection): Impel a storm of hail ice to crash from the sky, covering the ground and striking all objects and creatures within range.
- Haste (spell selection): 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.
At level 8, the best way to get a lot of power is the Magic Initiate Warlock feature. This will unlock a powerful Cantrip Eldritch Blast that does force damage and becomes stronger the higher your level. You also get Hellish Rebuke which will return fire, and do damage when being attacked. Spell Sniper, +2 intelligence, and Elemental Adept are also good choices at this level depending on your focus.
For new spells, Ice Storm gives us a mega area-based ice spell to pair well with Fireball. Haste is a powerful buff spell giving one player two actions per turn until the effect ends or concentration is broken. This spell is helpful during long fights where double actions are imperative. Prepare Ice Storm and flex in Haste when you feel it’s necessary.
Illusion Wizard Level 8 Prepared Spells: Mage Armour, Magic Missile, Grease, Thunderwave, Scorching Ray, Misty Step, Invisibility, Fireball, Counterspell, Fear, Greater Invisibility, Blight, and Haste.
- Seeming (spell selection): Disguise up to 4 members of your adventuring party.
- Cone of Cold (spell selection): Make a flurry of frost, crisp air, and condensed snow crystals erupt from your hands.
At level 9, Seeming becomes available which is a powerful illusion build and fits the Illusion magic Archetype. This is typically used outside of combat, so flex it in when you need it. Cone of Cold is a powerful area base spell that can be aimed and easier to avoid friendly damage yet still hit many targets. Prepare Cone of Cold for general use.
Illusion Wizard Level 9 Prepared Spells: Mage Armour, Magic Missile, Grease, Thunderwave, Scorching Ray, Misty Step, Invisibility, Fireball, Counterspell, Fear, Greater Invisibility, Blight, Haste, and Cone of Cold.
- Dancing Lights (cantrip selection): Illuminate a 9m radius. Requires concentration.
- Cloudkill (spell selection): Craft a large cloud that inflicts 5∼40 Poison damage per turn. You can reposition the cloud at every turn. The cloud Heavily Obscures everything within it.
- Grant Flight (spell selection): Bestow the ability to Fly upon yourself or an ally.
- Illusory Self (subclass feature): You can magically fashion an illusory duplicate of yourself when attacked, causing your foe to automatically miss that attack
At this level, we have a powerful defensive subclass feature Illusory Self unlocked. You can use a reaction to trigger this effect, which is when you are attacked. This is helpful for survival, though it takes all the way to level 10 to unlock. Cloudkill is a powerful area-based spell that can do damage to your own party. The nice thing is you can reposition the cloud, and if you cast early in the combat phase, can shut down an opposing team as they come close. Grant Flight is a helpful utility skill that is great inside and outside of combat for traversing terrain effortlessly.
Illusion Wizard Level 10 Prepared Spells: Mage Armour, Magic Missile, Grease, Thunderwave, Scorching Ray, Misty Step, Invisibility, Fireball, Counterspell, Fear, Greater Invisibility, Blight, Haste, Cone of Cold, and Cloudkill.
- Disintegrate (spell selection): Shoot a thin green ray from your finger. If the 50∼100 Force damage reduces the target to 0 hit points, it disintegrates into a crumbly ash.
- Chain Lighting (spell selection): Strike an enemy with lightning. Three more bolts will leap from the target, electrifying as many as three other enemies within 18m.
You’ve come to the final tier of spells, level 6, and there’s something important to point out. You will only get one level 6 spell slot unless you pick one of two of the most powerful Quarterstaffs in the game: Staff of Spellpower or Markoheshkir. These two uniquely have a passive that forgoes one spell slot and gives a free cast. Without these, you want to select two spells, with one being your primary and another a secondary in case you get these weapons.
Disintegrate and Chain Lighting is the only level 6 spells we will learn and prepare. Disintegrate will be your go-to powerful single target spell while Chain Lighting will work better on multiple enemies 3+.
Illusion Wizard Level 11 Prepared Spells: Mage Armour, Magic Missile, Grease, Thunderwave, Scorching Ray, Misty Step, Invisibility, Fireball, Counterspell, Fear, Greater Invisibility, Blight, Haste, Cone of Cold, Cloudkill, and Disintegrate.
Congratulations on reaching the maximum level of 12 using the Best Baldur’s Gate 3 Illusion Wizard Build Guide! Below are our recommendations at this level:
- Conjure Elemental (spell selection): Bend the barrier between the Planes until they disgorge an elemental ally to follow and fight for you.
- Conjure Minor Elemental (spell selection): Conjure a minor elemental to fight alongside you.
- Ability Improvement (feat selection): Add +2 Intelligence.
At this level, you can pickup two lower-level spells that “stack” and that’s Conjure Elemental and the Minor Version. You can drop Haste and prepare both spells, cast them outside of combat, and have two powerful summons aiding you in combat. Even though you are not a summoner or conjuration focus, these two spells together make a powerful combination and they last until a long rest. Make sure to check below for gear recommendations as a beginner and end game.
Illusion Wizard Level 12 Prepared Spells: Mage Armour, Magic Missile, Grease, Thunderwave, Scorching Ray, Misty Step, Invisibility, Fireball, Counterspell, Fear, Greater Invisibility, Blight, Haste, Cone of Cold, Cloudkill, Disintegration, Chain Lighting, Conjure Elemental, and Conjure Minor Elemental.
Best Companions for Wizard Build
The best companion for a Wizard Build in Baldur’s Gate 3 is Lae’zeal because she’s a melee-focused damage dealer. She will engage enemies and take the pressure off your ranged-focused build, allowing you to free-cast spells. Having a heavy focus on melee will keep you in the distance while applying pressure, snaring, and debuffing the opposition.
- Lae’zeal (Fighter): damage, crowd control, and in-your-face aggression.
- Shadowheart (Cleric): buffs, healing, and control.
- Astarion (Rogue): ranged damage, thieving, disarming of traps.
When putting your party together, consider companions for not only their combat prowess but also their outside abilities and skills that can influence storytelling, dialogue, and exploration. A balanced party will fit the traditional RPG ‘holy trinity’: Tank, Healer, and DPS. Ideally, in Baldur’s Gate 3 you are going to want one tank, one healer, one melee DPS, and one range DPS. Some classes/subclasses can cover both roles, so feel free to experiment and find out what works best for you with the Best Baldur’s Gate 3 Illusion Wizard Build Guide.
Best Gear for Illusion Wizard Build Guide
Beginner: Starting the Game
Here’s the best beginner gear for our Best Baldur’s Gate 3 Illusion Wizard Build Guide:
|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).
- 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 our Best Baldur’s Gate 3 Illusion Wizard Build Guide:
|Gear Slot||Best Gear Item|
|Cape||Cloak of the Weave|
|Chest||Robe of the Weave|
|Boots||Disintegrating Night Walkers|
|Ring||Shifting Corpus Ring|
|Weapon 1 Main Hand||Markoheshkir|
- Helldusk Helmet: Cannot be critical hit or blinded and gain +2 bonus to Saving Throws against spells. Found inside the House of Hope treasure room in front of Raphael’s Boudoir.
- Cloak of the Weave: You gain a +1 bonus to Spell Save DC and Spell Attack Rolls. Sold by Helsik at the Devil’s Fee once her special stock is unlocked.
- Robe of the Weave: 10 AC, gain +2 AC, gain +1 bonus to spell save DC and Spell attack rolls.
- 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.
- Spellcrux Amulet: allows spell slot replenishment as a bonus action. Looted from The Warden in Moonrise Towers Prison X: 569 Y: -650.
- 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 lying on the ground 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 and can remove one spell cost. At Ramazith’s Tower, jump from the balcony with Feather Fall active at the lower level.
Best Illusion Wizard Consumables, Potions, and Items
The following list represents the best individual use consumable items that will aid in our Wizard 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).
Illusion Wizard Gameplay Tips and Tricks
- Pre-Buff: Always cast Mage Armour following a long rest to maintain 16 or higher AC.
- Bonus Action: Don’t forget your bonus action for a potion or Misty Step.
- Use Environment: Combine a fire spell with Grease and coat the area with fire damage or water and electrical,
- Knockback: Combine a big knockback with Misty Step and create distance whenever you can to survive.
- Area Damage: Don’t hit allies with friendly fire and point or aim your spells to avoid allies.
- Rest Constantly: Your spell slots will quickly run out after one or more fights, especially if challenging.
- Positioning: Look to move back in distance and even use Hide to prevent damage from coming in.
- 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.
- Use Consumables: One of the best early consumables is the Potion of Speed for two actions per turn.
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 the best Best Baldur’s Gate 3 Illusion Wizard Build Guide!
Best Baldur’s Gate 3 Illusion Wizard Build Guide Summary
Subclass Illusion School
- Strength 8
- Dexterity 16
- Constitution 14
- Intelligence 16
- Wisdom 10
- Charisma 10
- Level 1 – Mage Armour Spell
- Level 2 – Improved Minor Illusion
- Level 3 – Scorching Ray Spell
- Level 4 – Feat +2 Intelligence
- Level 5 – Fireball & Counterspell
- Level 6 – Fear Spell
- Level 7 – Greater Invisibility Spell
- Level 8 – Magic Initiate Warlock
- Level 9 – Cone of Cold Spell
- Level 10 – Illusory Self
- Level 11 – Disintegrate Spell
- Level 12 – Feat +2 Intelligence
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