Best BG3 Magic Missile Build – Missile Spam Wizard Build
Welcome to the best Magic Missile Build for BG3 (Warlock Wizard Multiclass Build). This build is centred around the
Magic Missile spell. This will allow you to spam an ungodly amount of projectiles towards your enemies, annihilating them easily.
The Magic Missile Build stacks a huge number of damage bonuses onto your Magic Missile projectiles, offering you crazy damage output that can be spammed turn after turn.
Table of Contents:
- Magic Missile Build Overview
- Character Creation – Level 1
- Magic Missile Build Levelling Guide (2-12)
- Magic Missile Build Best Equipment
- Magic Missile Build Extra Info
- Magic Missile Build FAQ
BG3 Magic Missile Build Strengths & Weaknesses:
MAGIC MISSILE BUILD PROS
MAGIC MISSILE BUILD CONS
Magic Missile Build Overview
For our Magic Missile Build, we will use a small amount of Multiclassing, combining the Wizard class with the Warlock.
The Wizard will form the vast majority of the build, with 11 out of the 12 levels we will add being from the Wizard class. We will get most of our spells, including the all-important
Magic Missile, from the Wizard class.
In contrast, Warlock gives you the
Hex spell, which can be used to apply bonus damage to your
Magic Missile spell, along with the
Hexblade’s Curse from the Hexblade subclass, which gives another useful damage bonus. The Hexblade subclass also gives you Proficiency with some weapons and armour, affording you much more flexibility.
BG3 Multiclass Explainer:
- How it works: New classes can be added as you level up. They are added on a level-by-level basis.
- Example: If you are a level 6 Warlock and decide to add 1 Wizard level, you will only get the features of Wizard level 1.
- Example 2: If you want the features of a level 6 Warlock and Wizard, you need to be max level and add 6 levels of each class. (We’re not using this class distribution for our build; this is only an example!)
This means that we have to be sure that the payoff of adding new classes to your build is worth it, because every level of a secondary class reduces the highest level we can reach with our primary class.
In this Magic Missile Build, we’ll be combining the following classes:
- Our main class is Wizard. Evocation is an essential choice for the subclass because it will eventually give you a damage bonus to
Magic Missile and other Evocation spells. - Wizards are masters of the arcane and have an unmatched selection of spells, making them very versatile.
- We’ll use 11 levels of the Wizard, allowing us to unlock all of its features, only missing out on the third and final Feat.
- The Warlock provides us with the
Hex spell, which helps to boost the damage from Magic Missile. - The Hexblade subclass gives us another important damage boost for Magic Missile, so choosing it is highly recommended.
- We’ll only be taking one Warlock level, just enough to unlock the basic Hexblade bonuses.
Here is a quick overview of which class we pick when, this is important!
Magic Missile Build Levelling Progress Overview
- Level 1: Warlock 1 (Hexblade subclass)
- Level 2: Wizard 1
- Level 3: Wizard 2 (Evocation subclass)
- Level 4: Wizard 3
- Level 5: Wizard 4
- Level 6: Wizard 5
- Level 7: Wizard 6
- Level 8: Wizard 7
- Level 9: Wizard 8
- Level 10: Wizard 9
- Level 11: Wizard 10
- Level 12: Wizard 11
Magic Missile Build Character Creation (Level 1)

In this section, we will guide you through the best starting choices for creating your BG3 Magic Missile Build.
Starting Class (Warlock)
We’ll start by choosing the Warlock class. The Wizard elements of the build will be added later.
The Warlock starts the game with the following features, which we’ll build on over the course of this guide:
Core Warlock Features
- Item Proficiency – Simple Weapons,
Light Armour - Warlock Magic – To begin with, you can learn 2 Cantrips and 2 Spells from the Warlock Spell List.
- Warlock Spell Slot – You get one Warlock Spell Slot. Unlike regular Spell Slots, these are replenished on Short Rests and will automatically upcast spells to the highest available level.
- Subclass Choice – You must choose your Warlock subclass. We’ll be using the Hexblade subclass for this build.
We’ll explain what to choose for these options below.
Best Race
While this build will work fine with any race in the game, there are a few choices that stand out above the rest and can be chosen if you want to optimize the build as much as possible. Here are the five best race choices for the Magic Missile Build:
| Race | Strengths | Info |
|---|---|---|
Wood Elf |
|
Wood Elves are one of the best races in BG3 thanks to their increased Movement Speed, which can give you an edge in many situations.
Their immunity to Sleep is especially useful in the early-game, where your low HP will cause you to fall victim to enemy mages who love to cast the Sleep spell. You can also choose Wood Half-Elf, which comes with many of the same benefits and gives you proficiency with Shields. |
|
High Elf |
|
Very similar to Wood Elf, but missing the Stealth Proficiency and doesn’t get extra Movement Speed. You can choose an extra Cantrip to learn, which is handy but not super important. |
Duergar |
|
With their wide choice of armour and weapon proficiencies, and resistances to poison, charm, and paralysis, Duergar are one of the strongest races in BG3.
The only downside of Duergar is their small stature – this reduces their base Movement Speed to 7.5 metres per turn (most races get 9 metres). |
Drow |
|
Drow have similar bonuses to other Elves, but also come with a couple of extra Spells and Superior Darkvision. |
Deep Gnome |
|
The Deep Gnome does a good job of shrugging off a variety of hostile conditions, thanks to its Gnome Cunning. They can also see in the dark.
However, their small size means that they have reduced Movement Speed, like the Duergar. |
Wood Elf
![]()
Wood Elves are one of the best races in BG3, thanks to their increased Movement Speed, which can give you an edge in many situations.
Their immunity to Sleep is especially useful in the early-game, where your low HP will cause you to fall victim to enemy mages who love to cast the Sleep spell.
You can also choose Wood Half-Elf, which comes with many of the same benefits and gives you proficiency with Shields.
- Proficiency in
Stealth and
Perception - Extra Weapon Proficiencies:
Shortswords
Longswords
Shortbows
Longbows
Fey Ancestry
Advantage against
Charmed- Immune to
Magical Sleep
Darkvision
Fleet of Foot – 1.5 metres of extra Movement Speed
High Elf
![]()
Very similar to Wood Elf, but missing the Stealth Proficiency and doesn’t get extra Movement Speed.
You can choose an extra Cantrip to learn, which is handy but not super important.
- Proficiency in and
Perception - Extra Weapon Proficiencies:
Shortswords
Longswords
Shortbows
Longbows
Fey Ancestry
Advantage against
Charmed- Immune to
Magical Sleep
Darkvision- Choose an extra Cantrip (cast with Intelligence)
Duergar
![]()
With their wide choice of armour and weapon proficiencies, and resistances to poison, charm, and paralysis, Duergar are one of the strongest races in BG3.
The only downside of Duergar is their small stature – this reduces their base Movement Speed to 7.5 metres per turn (most races get 9 metres).
- Can wear
Medium Armour - Can wield axes and hammers
Dwarven Resilience
Advantage against
Poisoned- Resistance to
Poison Damage
Superior Darkvision
Duergar Resilience
Advantage on
Saving Throws against illusions
Advantage against
Charmed and
Paralysed
Duergar Magic
Enlarge (Level 3)
Invisibility (Level 5)
Drow
![]()
Drow have similar bonuses to other Elves, but also come with a couple of extra Spells and Superior Darkvision.
Perception Proficiency
Fey Ancestry
Advantage against
Charmed- Immune to
Magical Sleep
Superior Darkvision
Drow Magic
Dancing Lights (Level 1)
Faerie Fire (Level 3)
Darkness (Level 5)
Deep Gnome
![]()
The Deep Gnome does a good job of shrugging off a variety of hostile conditions, thanks to its Gnome Cunning. They can also see in the dark.
However, their small size means that they have reduced Movement Speed, like the Duergar.
Gnome Cunning
Advantage on Intelligence, Wisdom and Charisma
Saving Throws
Superior Darkvision
Stone Camouflage
Advantage on
Stealth Check
Background & Skills
For your Magic Missile Build’s Background, we recommend choosing Sage.
The Sage background gives us the following Skill Proficiencies:
Sage Background
Arcana
An Intelligence-based Skill that helps your character to recognise and manipulate magic, potentially opening up new dialogue options and quest paths.
History
An Intelligence Skill that improves your character’s ability to remember the past. This will sometimes lead to new information or context being revealed during your adventure.
You can manually choose two other Skills in addition to those granted by your Background.
Choose any Skills that are based on Intelligence. We went with
Investigation and
Nature, but
Religion is also a good fit.
If you’re a Human, you’ll get one extra unrestricted Skill Choice, which you should put into
Acrobatics – this is a good match for our high Dexterity score and it will help you to resist being pushed off ledges by enemies, which can be a lifesaver.
Ability Points

Our most important ability is Intelligence, used to determine the effectiveness of our spells. We will prioritise this above all other abilities.
Other important abilities are Dexterity, which boosts our Armour Class, and Constitution, which increases our Hitpoints and improves our Concentration Checks.
Strength – 8 Points
- We don’t need any points in Strength for this build.
Dexterity – 16 Points
- Boosts Armour Class (AC) and Initiative.
- Helps you act sooner in combat.
Constitution – 14 Points
- Increases Max HP.
- Vital for Concentration Checks to keep spells active.
Intelligence – 16 Points
- Used to determine the efficacy of our Wizard spells.
- Top priority for this build.
Wisdom – 10 Points
- Used in some Saving Throws.
- Low priority.
Charisma – 10 Points
- Low priority.
- Keeping it at 10 points at least ensures that your persuasion attempts won’t get a debuff.
| Ability | Points | Why it matters |
|---|---|---|
| 8 | Not needed for our build. | |
| 16 | Important: Gives you a higher Armour Class and improves initiative. | |
| 14 | Important: Increases HP and helps Concentration checks for spells. | |
| 16 | Our primary stat. Boosts Cantrips and Spells. | |
| 10 | Helps with some Saving Throws. Low importance for this build. | |
| 10 | Low priority for our build. |
Important Tips:
- The “Even Number” Rule: In Baldur’s Gate 3, only even numbers (12, 14, 16) increase your ability modifier. This means an 11 is functionally the same as a 10, so we aim for even numbers to maximize efficiency.
- Concentration is Key: Many important Wizard and Warlock spells (like
Hold Person or
Hex) require Concentration. A high Constitution helps ensure you don’t lose your spell just because you took a hit.
Spells
To start with, you’ll need to select two first-level Warlock Spells for your character to learn. We recommend going with the following options for our Magic Missile Build:
Spell Selection
- Place a Hex on an enemy, causing them to take additional
Necrotic Damage when you hit them. - This makes for an excellent combo with Magic Missile, which we’ll unlock very soon.
- This is because Magic Missile has several projectiles, and Hex will buff all of them separately!
Pro Tip: When the Hexed enemy dies, you can recast the spell on a new enemy for free, as long as you maintain Concentration on the spell.
- Gives you Temporary HP (5 per Spell Slot Level).
- When you take melee damage, you retaliate against the attacker with
Cold Damage.
Cantrips
In addition to the Spells, you’ll need to choose two Cantrips.
We’ve built into Intelligence because most of the build will be centred around the Wizard, who casts spells with that ability. But the Warlock casts with Charisma. That means there’s little point in taking any offensive Warlock cantrips because they’ll have a low hit chance, so we’re just taking utility options.
We recommend choosing the following Cantrips for your Magic Missile build:
Warlock Cantrips
- Gain
Advantage on Charisma checks against a targeted non-hostile creature for 10 turns. - People don’t like being manipulated! Beware that using this can make characters like you less when the effect ends.
- On Tactician and Honour difficulty, using this is considered a crime and may result in combat if you’re not careful.
- Summon a spectral hand that you can control.
- It can interact with distant objects.
- Useful for completing puzzles or grabbing items that are out of reach.
Subclass – Hexblade
You must choose your Warlock subclass immediately. I strongly recommend choosing Hexblade, because it synergises nicely with the Magic Missile spell and increases our damage potential.
Hexblade Features
- You gain Proficiency with
Medium Armour,
Shields and
Martial Weapons
- Bind to your current equipped weapon.
- Become Proficient with that weapon, if you aren’t already.
- Attacking with the weapon has a chance to apply
Hexblade Curse. - The weapon attacks with Charisma instead of Strength/Dexterity (this can actually be detrimental for us depending on which weapon you choose, so be careful).
- The Attack Roll needed for a Critical Hit against the target is reduced by 1.
- You add your Proficiency Bonus to Damage Rolls against the target.
- If the target dies, you regain some HP (it will only be 1 HP for this build, because we’re only taking one Warlock level and aren’t building into Charisma).
BG3 Magic Missile Build Levelling Guide (2-12)
Now, we will look at how to level up your Magic Missile Build for Baldur’s Gate 3.
Early-Game Levelling (2-4)
In this section, we’ll cover the first four levels.
Level 2

As mentioned earlier in the guide, we only need one Warlock level for the build, so we will already be switching to the Wizard class. The image above shows where you need to click to add a new class.
Adding the Wizard class will immediately give you the following new features:
Wizard Class Features:
Wizard Spellcasting
- You get access to Standard Spell Slots, which will be used to cast your Wizard spells.
- For now, you get two first-level Spell Slots. But more will be unlocked as you level up, all the way up to sixth-level.
- Later on, many spells can be “upcast” by using a higher level spell slot than their original spell level, making them stronger.
- Unlike Warlock Spell Slots, these are only replenished on Long Rests or with special actions.
- You have one Arcane Recovery charge. You’ll gain more as you level up.
- You can spend the charges to recover spent Spell Slots.
- Each Spell Slot Level replenished requires one charge.
Wizard Cantrips:
We need to unlock three Wizard Cantrips. These will be cast with Intelligence, so taking offensive Cantrips is viable this time.
- Hurl a mote of Fire, dealing 1-10
Fire Damage. - Use this as your main damage Cantrip.
- Call forth a beam of Frost, reducing the target’s movement speed and dealing 1-8
Cold Damage. - Use this when you need to slow down an enemy, or if the target is resistant to Fire.
- Deals up to 12
Necrotic Damage. - The damage is reduced against enemies at full HP. Target damaged enemies if possible.
- Enemies with high Wisdom are likely to roll a Saving Throw. Check the success chance before casting.
Wizard Spells:
The Wizard allows you to learn 6 spells from the Wizard list here, but you can only prepare 4 of them (spell preparation = slotting a spell on your action bar). You can also learn other spells at any time from Scrolls.
Therefore, we won’t recommend every single spell that you should unlock, but we will point out the most important spells at each level, and these are the ones that you should have Prepared most of the time.
- Improves your
Armour Class to a total of (13 + Dexterity Modifier). - Essential if you’re not wearing Armour.
- If you do equip Armour (Light, Medium or Heavy. Clothes are fine!), this spell won’t do anything.
- Shoot three projectiles at a target, each one dealing 2-5
Force Damage. - These projectiles home in on the enemy and cannot miss the target, but they occasionally get blocked by the Shield spell.
- Later on, you can upcast the spell to add extra projectiles.
- Hurl a Sphere of Energy, dealing up to 24 Thunder, Acid, Cold, Fire, Lightning or Poison Damage (of your choice) and create a surface of that type.
- Very versatile. Look out for enemies who are weak to a particular element and use that version of the spell.
- Also, look out for surface and status interactions, such as double damage against Wet enemies if you use the Lightning or Cold version.
- Creates an 8 metre wide pool of grease.
- Slows down enemies and potentially knocks them
Prone when they try to move through it. - Can also be ignited to set enemies alight.
Level 3
We will add another Wizard Level here; that will be the case for every level henceforth, so you won’t need to worry about switching classes again.
At this level, your Magic Missile Build will unlock the following:
Wizard Subclass
We’ll be using the Evocation subclass, which immediately gives us one useful feature, with more to come later on:
- Allies will automatically succeed Saving Throws against your Evocation Spells, and take no damage from them.
- This means you can cast AoE Evocation Spells on top of your allies, and they will only harm enemies.
New Spells
You can learn 2 more Wizard spells and prepare one more. We recommend learning both of the following options.
- Gives you or an ally a much stronger jump.
- Great for reaching locations that would be inaccessible otherwise.
- Doesn’t cost a Spell Slot if cast outside of combat.
- You and nearby allies are immune to fall damage while the spell lasts.
- Won’t protect you from falling into bottomless chasms.
- Doesn’t cost a Spell Slot if cast outside of combat.
Having both of these spells is vital for exploration. They’re very situational, so you don’t need to keep them prepared all the time.
Level 4
At Level 4, you can get a couple of new spells for your Magic Missile build, including Second Level Spells for the first time.
New Spells
You should learn both of these:
- Teleport to any visible, unoccupied location within 18m.
- Great for teleporting to the best position for combat, escaping from danger or exploring a hard-to-reach area.
- Creates a small AoE that deals a decent amount of
Slashing Damage every turn. - Especially good in chokepoints and confined areas.
- Requires Concentration to maintain.
Mid-Game Levelling (5-8)
In this section, we’ll cover the mid-game. During these levels, the Magic Missile Build will become much more powerful, accessing a wider array of spells.
Level 5

As usual, you can learn 2 more spells and prepare 1 of them. You’ll also be able to choose your first feat.
New Spells
You can learn two new spells. These two are probably the best options in general:
- Make the target bigger or smaller.
- Bigger targets deal a little more damage in melee and have Advantage on Strength checks
- Smaller targets are slightly weakened but can fit into small gaps.
- Requires Concentration to maintain the effect.
- Completely paralyse the target.
- They will attempt a Saving Throw every turn to break free.
- While stunned, melee attacks against them are guaranteed Critical Hits.
- Only works on living humanoids.
New Feat
You can choose a Feat to enhance your character:
Dual Wielder
- You can now dual-wield any weapons that don’t have the Two-Handed property.
- This will be useful for fitting an extra set of weapon bonuses into the build.
Level 6
We now get access to Third-Level spells, some of which are very strong and will help you out a lot in the fights to come. Remember that you can use these higher-level Spell Slots to upcast your Magic Missile, too.
New Spells
Learn these two spells:
- Grants the
Hasted buff to the target. - This gives them an extra
Action each turn, increases their Movement Speed and gives them
Advantage on Dexterity saves. - Requires Concentration. If broken, the buff will end immediately.
- Beware that when the effect ends, the target will become
Lethargic, forcing them to skip one turn.
- Deals 8-48
Fire Damage to everything in a large area. - Targets that perform a
Saving Throw will still take half of the damage. - Thanks to the Evocation subclass, you can cast this on top of allies and only enemies will be damaged.
Level 7
At Level 7, the Magic Missile Build can learn more spells and gains a new feature to boost your Cantrips.
New Spells
- Spend a
Reaction to block an enemy from casting a spell. - If the target spell is above Third Level, you must either upcast your Counterspell or pass a dice roll to block it.
- Only block the most dangerous enemy spells, or you’ll quickly burn through all your Spell Slots.
- Deals
Lightning Damage in a large, linear AoE. - Double damage against Wet targets.
New Feature
- When an enemy succeeds a Saving Throw against your Cantrip, they still take half of the damage instead of negating it.
- No impact on Cantrips that use an Attack Roll to determine their hit chance.
Level 8
Your Magic Missile build will now gain access to Fourth-Level magic and a host of new spells to choose from.
New Spells
Learn the following 2 spells. You may want to unprepare some obsolete old spells if you haven’t already, so you can slot more of your new acquisitions.
- Teleport yourself and one adjacent ally to a location within sight.
- This is great for getting a couple of characters into an advantageous position or to escape from a dangerous one.
- An AoE Spell that causes enemies within to become
Confused, randomly attacking, wandering around or passing their turn. - They can resist the effects with a Wisdom
Saving Throw.
Late-Game Levelling (9-12)
As we move into the final few levels for the Magic Missile Build, you’ll continue to gain new spells and features that ramp up your character’s power.
Level 9

As usual, you will unlock two more Spells. You can also choose your second Feat.
New Spells
We recommend learning these two spells, if you haven’t already:
- Deals
Cold Damage and
Bludgeoning Damage in the target area. - Enemies may roll a Dexterity Saving Throw to halve the damage.
- Create a wall of flames that deals
Fire Damage to anyone who touches it. - Those who try to move through the wall may take multiple ticks of damage.
- Works especially well in chokepoints and confined spaces.
New Feat
Ability Improvement – Intelligence
- Put both of the extra points into Intelligence.
- This will raise your Intelligence Modifier from +3 to +4, making your Wizard spells and Cantrips more potent.
Level 10
As usual, you can pick up two new spells at Level 10. You can now use Fifth-Level Spells, and upcast earlier spells up to fifth-level.
New Spells
Curriculum of Strategy: Artistry of War
- Fires 6 Projectiles, each one dealing up to 12
Force Damage. - This is a massively beefed-up version of Magic Missile.
- This spell is not learned when levelling up. It comes from a Scroll that is obtained by reading The Red Knight’s Final Strategem in the vault of Sorcerous Sundries.
- Do not use the scroll to cast the spell! Get your character to transcribe the scroll so they can learn it.
- Don’t worry if you haven’t got that far in the game yet. Just be sure to pick it up when you get there.
- This is the same as Hold Person, but without the restriction of Humanoid-only targets.
Level 11
At Level 11, your Magic Missile Build can get more new spells and also gets another Evocation feature that will boost your Magic Missile damage significantly.
New Spells
- Deals 8-64
Cold Damage to targets in a cone-shaped area. - Double damage when used against Wet targets.
- Summon a powerful elemental creature to help you in combat.
- Not only are they decent fighters, but they’re great at distracting enemies which means your party takes less damage.
- Later on, you can upcast it to Sixth Level to summon a mighty Myrmidon.
New Evocation Features
- You add your Intelligence Modifier to Damage Rolls of Evocation spells.
- For spells like Magic Missile with multiple projectiles, this bonus applies to every projectile separately.
- This means that, if you followed the build accurately, every Magic Missile projectile is guaranteed to do an additional 4 damage, just from this one bonus.
Level 12

This is the final level for your BG3 Magic Missile Build. You will now gain access to Sixth-Level magic, and can choose two more spells to learn.
New Spells
- Deals 8-80
Lightning Damage. Damage is halved if the target Saves. - The lightning forks to up to three more targets after the first one, hitting them too.
- Deals double damage against Wet targets.
- Deals 6-48
Radiant Damage in a large, linear AoE. - You can recast Sunbeam every turn without expending a spell slot.
- Recasting requires you to maintain Concentration.
Globe of Invulnerability (Optional)
- Summons a globe that protects all within from damage.
- Can be used to cheese hard fights if you’re struggling to finish the game.
BG3 Magic Missile Build Equipment
Now, let us take a look at some of the equipment choices you can make for your BG3 Magic Missile Build.
Don’t worry if you miss out on some of the items. Just enjoy your playthrough and try to view this as a wishlist rather than a precise blueprint.
Early Game Equipment
This is the early-game gear setup that you can use for your Magic Missile Build. You don’t need to get all the items, but the build will perform better if you find most or all of them. You can find these items in Act 1 or early Act 2. Essential items are written in Bold Italic.
| Slot | Icon | Item | Effects | Location |
|---|---|---|---|---|
| Head | ![]() |
The Lifebringer |
|
Sold by Blurg in the Myconid Colony. |
| Cloak | ![]() |
Cloak of Protection |
|
Purchased from Quartermaster Talli in Last Light Inn |
| Chest | ![]() |
The Protecty Sparkswall |
|
Looted from a gilded chest at the far end of the trapped bridge in Grymforge |
| Gloves | Gloves of Belligerent Skies |
|
In the elegant chest in the Inquisitor’s Chamber of the Githyanki Creche | |
| Boots | ![]() |
Disintegrating Night Walkers |
|
Looted from True Soul Nere in Underdark – Grymforge |
| Necklace | Psychic Spark |
|
Sold by Blurg in the Myconid Colony. | |
| Ring 1 | ![]() |
Ring of Protection |
|
Steal the Sacred Idol in Druid Grove (quest) |
| Ring 2 | Ring of Absolute Force |
|
Carried by Sergeant Thrinn in Underdark: Grymforge | |
| Melee Mainhand | ![]() |
The Spellsparkler |
|
Rescue Counsellor Florrick from the fire in Waukeen’s Rest |
| Melee Offhand | ![]() |
Phalar Aluve |
|
Stuck in a rock in the Underdark. Requires a Strength or Religion check to free it. |
Head:
The Lifebringer
- When you gain a
Lightning Charge, you get 3 THP. - Requires the Spellsparkler (see Main Weapon) to do anything useful.
- Sold by Blurg in the Myconid Colony.
Cloak:
Cloak of Protection
- +1 to
Armour Class and
Saving Throws - Leave empty for now if another character needs the cloak more.
- Purchased from Quartermaster Talli in Last Light Inn
Chest:
The Protecty Sparkswall
- +1 Spell Save DC, making your spells harder to resist.
- Whenever you have one or more
Lightning Charges, gain +1 to
Armour Class and
Saving Throws - Looted from a gilded chest at the far end of the trapped bridge in Grymforge
Hands:
Gloves of Belligerent Skies
- When you deal
Thunder,
Lightning or
Radiant damage, inflict 2 turns of Reverberation on the target. - Each remaining turn of Reverberation debuffs STR, DEX and CON Saving Throws by -1.
- At 5 turns, the target takes extra
Thunder Damage and must roll a Saving Throw or fall
Prone. - Synergises with the Spellsparkler and Phar Aluve.
- In the elegant chest in the Inquisitor’s Chamber of the Githyanki Creche
Feet:
Disintegrating Night Walkers
- Cast
Misty Step for free every Short Rest - Immune to
Enweb,
Entangle and
Ensnare - Can’t slip on Grease or Ice
- Looted from True Soul Nere in Underdark – Grymforge
Necklace:
Psychic Spark
- Each Magic Missile cast has an extra projectile.
- Sold by Blurg in the Myconid Colony.
Ring 1:
Ring of Protection
- +1 to
Armour Class and
Saving Throws - Steal the Sacred Idol in Druid Grove (quest)
Ring 2:
Ring of Absolute Force
- Increases all of your
Thunder Damage by 1. - Good synergy with Phalar Aluve and Gloves of Belligerent Skies.
- Only works if you have the Brand of the Absolute. Talk to True Soul Gut in Shattered Sanctum to get it.
- Carried by Sergeant Thrinn in Underdark: Grymforge
Melee Mainhand:
The Spellsparkler
- Gain 2
Lightning Charges when you deal damage with a Spell or Cantrip - Each charge has a +1 bonus to
Attack Rolls and +1 bonus
Lightning Damage on attacks - Reaching 5 charges consumes them all to deal 1d8 bonus
Lightning Damage - Rescue Counsellor Florrick from the fire in Waukeen’s Rest
Melee Offhand:
Phalar Aluve
- Can use
Phalar Aluve: Shriek to cause nearby enemies to take 1d4 extra
Thunder Damage from all attacks. - This damage bonus will apply to each Magic Missile projectile separately.
- You need to get the Dual Wielder feat to equip both weapons at the same time.
- Stuck in a rock in the Underdark. Requires a Strength or Religion check to free it.
We aren’t using a Ranged weapon because it isn’t required – you’re best off using your spells and cantrips to deal ranged damage.
The most important items here are the two weapons,
The Spellsparkler and
Phalar Aluve. These alone add so much extra
Lightning and
Thunder damage to each projectile from your Magic Missile.
Psychic Spark is also very important because it gives all of your Magic Missile casts an additional projectile.
Most of the other items are intended to either synergise with these bonuses or to give general buffs to your defensiveness.
For example,
Gloves of Belligerent Skies add the Reverberation effect when you deal
Lightning or
Thunder Damage, which will quickly stack up for even more
Thunder Damage as well as debuffing your enemies. The
Ring of Absolute Force adds a little extra Thunder damage into the mix.
The Protecty Sparkswall gives you a small buff to your Armour Class and Saving Throws whenever you have a Lightning Charge. Once you have the Spellsparkler, this will be pretty much all the time.
Endgame Equipment
The endgame gear for the Magic Missile Build can be obtained either in late Act 2 or Act 3 of Baldur’s Gate 3. If you manage to complete all the items below, you will be an unstoppable force of power. Essential items are written in Bold Italic.
| Slot | Icon | Item | Effects | Location |
|---|---|---|---|---|
| Head | Hat of the Sharp Caster |
|
Sold by Tara on the roof of the Devil’s Fee. | |
| Cloak | Cloak of Displacement |
|
Sold at Danthelon’s Dancing Axe in Wyrm’s Crossing. | |
| Chest | ![]() |
Robe of the Weave |
|
Inside a Globe of Invulnerability in Ramazith’s Tower |
| Gloves | Gloves of Belligerent Skies |
|
In the elegant chest in the Inquisitor’s Chamber of the Githyanki Creche | |
| Boots | ![]() |
Disintegrating Night Walkers |
|
Looted from True Soul Nere in Underdark – Grymforge |
| Necklace | Psychic Spark |
|
Sold by Blurg in the Myconid Colony. | |
| Ring 1 | ![]() |
Callous Glow Ring |
|
In an opulent chest in the vault room of the Gauntlet of Shar |
| Ring 2 | Ring of Absolute Force |
|
Carried by Sergeant Thrinn in Underdark: Grymforge | |
| Melee Mainhand | ![]() |
Markoheshkir |
|
Inside Sorcerous Sundries |
| Melee Offhand | Rhapsody |
|
Loot from Cazador Szarr in Act III | |
| Ranged Weapon | ![]() |
Darkfire Shortbow |
|
Buy or steal from Dammon in Last Light Inn. |
Head:
Hat of the Sharp Caster
- Rerolls spell damage dice once, if they land on 1 or 2.
- Boosts Magic Missile’s average damage output.
- For a better spell success chance, you can buy
Hood of the Weave from Mystic Carrion instead. - Sold by Tara on the roof of the Devil’s Fee.
Cloak:
Cloak of Displacement
- Enemies have
Disadvantage on Attack Rolls against you. - The effect ends when you take damage, but will be renewed on the next turn.
- Sold at Danthelon’s Dancing Axe in Wyrm’s Crossing.
Chest:
Robe of the Weave
- +2
Armour Class - +1 Spell Save DC and Spell
Attack Rolls - Whenever you succeed a
Saving Throw against a spell, restore 1d6 HP - Inside a Globe of Invulnerability in Ramazith’s Tower
Hands:
Gloves of Belligerent Skies
- When you deal
Thunder,
Lightning or
Radiant damage, inflict 2 turns of Reverberation on the target. - Each remaining turn of Reverberation debuffs STR, DEX and CON Saving Throws by -1.
- At 5 turns, the target takes extra
Thunder Damage and must roll a Saving Throw or fall
Prone. - In the elegant chest in the Inquisitor’s Chamber of the Githyanki Creche
Feet:
Disintegrating Night Walkers
- Cast
Misty Step for free every Short Rest - Immune to
Enweb,
Entangle and
Ensnare - Can’t slip on Grease or Ice
- Looted from True Soul Nere in Underdark – Grymforge
Necklace:
Psychic Spark
- Each Magic Missile cast has an extra projectile.
- Sold by Blurg in the Myconid Colony.
Ring 1:
Callous Glow Ring
- Deals 2 bonus
Radiant Damage when you hit an enemy who is partially or fully illuminated - Activates multiple times on Eldritch Blast or Scorching Ray!
- In an opulent chest in the vault room of the Gauntlet of Shar
Ring 2:
Ring of Absolute Force
- Increases all of your
Thunder Damage by 1. - Only works if you have the Brand of the Absolute. Talk to True Soul Gut in Shattered Sanctum to get it.
- Carried by Sergeant Thrinn in Underdark: Grymforge
Melee Mainhand:
Markoheshkir
- Once per Long Rest, use Arcane Battery to cast a spell for free
- +1 to Spell Attack Rolls and Spell Save DC
- Cast
Kereska’s Favour once per Short Rest. Use the Lightning version to generate Lightning Charges. - Inside Sorcerous Sundries
Melee Offhand:
Rhapsody
- Slaying a foe gives you a +1 bonus to Attack Rolls, damage and Spell Save DC. Stacks up to 3 times.
- You can consume the stacks to heal yourself or guarantee a Critical Hit, but it’s usually better to simply keep the 3 stacks.
- This gives you a strong bonus to all of your attacks and spells.
- Loot from Cazador Szarr in Act III
Secondary Weapon:
Darkfire Shortbow
Here is a summary of how these items work together to boost this Magic Missile Build for Baldur’s Gate 3:
Attacking Items:
Hat of the Sharp Caster – Rerolls spell damage dice that land on a 1 or a 2. This will help to increase your average damage output.
Cloak of the Weave – Gives another +1 bonus to Spell Attack Rolls. Also increases the number required for a Saving Throw against your spells by 1.
Robe of the Weave – Boosts your Spell Save DC, making spells more likely to succeed. Also boosts your Armour Class.
Psychic Spark – Adds an extra projectile to your Magic Missile casts.
Ring of Absolute Force – A small boost to your damage output, provided you got the Absolute’s Brand from True Soul Gut in Act I.
Callous Glow Ring – Deals extra damage against illuminated enemies.
Markoheshkir – Gives another +1 bonus to Spell Attack Rolls and Spell Save Difficulty Class. Generates Lightning Charges.
Rhapsody – Gives you a further bonus of up to +3 Attack Rolls and Spell Save DC.
Defensive Items:
Robe of the Weave – Gives you +2 to Armour Class.
Cloak of Displacement – Enemies have
Disadvantage on Attack Rolls against you until you take damage.
Darkfire Shortbow – Gives you Resistance to Fire and Cold Damage. You’ll take half damage from these attack types.
Mobility & Utility:
Gloves of Belligerent Skies – Applies Reverberation to enemies when you hit them with Lightning or Thunder damage. This will deal additional damage and debuff enemy Saving Throws.
Disintegrating Night Walkers – You can use Misty Step to teleport and you get immunity to a lot of effects that hinder your mobility.
Magic Missile Build Extra Info

Here is some extra information that will help you to get the most out of this Magic Missile Build in Baldur’s Gate 3.
How to Play this Magic Missile Build
Early-Game Basics
In the early-game, you do not have many Spell Slots available, so you are limited in terms of how often you can cast
Magic Missile and your other spells.
Against high-priority enemies, combine
Hex with
Magic Missile to deal a high amount of undodgeable damage. The rest of the time, you will want to use your Cantrips (usually
Fire Bolt) to deal consistent damage without spending Spell Slots.
You can also spend your Spell Slots on other spells when the situation demands it, for example using
Cloud of Daggers to create a small but deadly AoE, or
Hold Person to paralyse an enemy.
The Spellsparkler is by far the most important item you’ll grab in Act I, and once you get the Dual Wielder Feat, you can combine it with
Phalar Aluve to add lots of bonus damage to your
Magic Missile.
It has to be said that, even in the early-game, this build is very gear-dependent. You should prioritise getting to the recommended items as quickly as you can (just be careful about blundering into areas that are too high level for your party) because getting all of them will massively increase the damage on your Magic Missile casts.
Maximising the Build for Mid-Late Game
The build continues to be played in largely the same way throughout the game.
Remember to upcast your
Magic Missile when needed – every additional Spell Slot level will add an extra Magic Missile projectile.
The only change in playstyle to mention is that when you eventually get
Markoheshkir to replace the Spellsparkler, you need to activate its special ability and use the Lightning variant, which will allow you to continue to generate Lightning Charges every time one of your Magic Missile projectiles hits an enemy.
Once again, getting the recommended gear (particularly the items that buff your Magic Missile’s damage) is vital for getting the most out of this build.
Below, you can see how much each Magic Missile projectile can do if you manage to obtain everything.
Maximising Magic Missile’s Damage
Each projectile in your Magic Missile can do:
- 1d5 base
Force Damage - +4 damage from Empowered Evocation
- +4 damage from Hexblade’s Curse
- +2
Radiant Damage from Callous Glow Ring - +1
Lightning Damage from Lightning Charges
- or 1d8
Lightning if you have 5 stacks. Every projectile adds 1 stack.
- or 1d8
- +3 damage from Rhapsody
- 1d4
Thunder if you have 5 stacks of Reverberation
- +1
Thunder from the Ring of Absolute Force
- +1
- 1d6
Necrotic Damage if Hex is active on the target
This means that, if you acquire every recommended item and apply Hex and Hexblade’s Curse to the target (in practice this won’t always be possible), each Magic Missile projectile will deal between 16-37 damage.
If you have the Psychic Spark, you get an extra projectile in each cast, so even the basic level 1 Magic Missile deals 64-148 damage in total (up from 3-15 with no buffs), and upcasting to fifth level increases that to 128-296. And this damage cannot miss the target. The only way enemies can avoid it is by being resistant/immune to
Force Damage (very rare) or if they have a Wizard ally who casts the Shield spell (also quite rare).
To add to the above, remember that the
Artistry of War spell works in the same way as Magic Missile, but has way higher base damage. You should use this against the most dangerous enemies to take them out before they get a chance to cause problems for your party.
Magic Missile Build Illithid Powers (optional)

Illithid Powers are unlocked later in BG3 when you learn more about Mind Flayers and Tadpoles. By eating Jars of Mind Flayer Parasites you gain one point. This is another optional skill tree that you can get access to if you want. Here are some of the best Illithid Powers for the BG3 Magic Missile Build:
- Allows you to deal extra damage to a target when you are Concentrating on a spell, potentially also healing if the target is Concentrating too.
- Ideally, you will spend a lot of time concentrating on either Hex or an AoE like Hunger of Hadar, so you should be able to get good use from this.
- When you reduce a creature’s hit points below a certain threshold, this power instantly kills it and deals 1-4 Psychic Damage to nearby enemies.
- This is particularly effective when engaging groups of weaker foes, enabling you to thin their numbers rapidly.
- This can be used to reach hard to get to places or change positions in combat.
- Use this to stay out of range of enemy attacks, so your Concentration won’t get disrupted as easily.
- This power creates an area-based effect that pulls in and slows targets.
- It’s particularly useful for crowd control, allowing you to cluster enemies together for area-of-effect attacks or to isolate them from vulnerable allies.
Pro Tip: Try getting the Haste buff from a Potion of Speed or the Haste spell (lets you perform 2 Actions on one turn), then casting Black Hole and then Hunger of Hadar to cause a world of pain for a group of enemies.
- This is a top-tier reaction from the Illithid Powers skill tree in BG3.
- This allows you to deal psychic damage when a nearby enemy casts a spell.
- This is especially useful if the target is casting a Concentration Spell.
- The damage from Psionic Backlash can immediately break their Concentration, ending the spell’s effects.
Magic Missile Build FAQs

Here are some frequently asked questions related to the BG3 Magic Missile Build. Most of these questions have already been answered in the guide itself.
- What’s the best race for a Magic Missile Build?
- What roles can the Magic Missile Build fill in my party?
- What abilities are most important for the Magic Missile Build?
- Which Wizard and Warlock subclasses should I use?
FAQ: What’s the best race for a Magic Missile Build?
While any race will work just fine for this build, the best options are:
- Wood or High Elf – Resistance to effects like magical sleep and Charm, innate Darkvision. Wood Elves are slightly better because they have bonus movement speed that will allow you to outrun most enemies.
- Duergar – Gives you innate Superior Darkvision. Gives you Resistance to Poison Damage and Advantage against the Poisoned, Charmed and Paralysed effects. This wide range of bonuses makes the Duergar very tough.
- Drow – Similar bonuses to the Wood Elf, but doesn’t have the extra Movement Speed. However, you do get Superior Darkvision and can debuff enemies with Faerie Fire.
For more info about the best races, see the Best Race section above.
FAQ: What roles can the Magic Missile Build fill in my party?
The Magic Missile Build is primarily a consistent damage dealer. Your primary spell cannot miss its target because it homes in on them, so you will chip away at your enemies turn after turn.
Because Magic Missile fires homing projectiles, you do not need to stand in a clear line of sight of enemies to target them. This allows you to take cautious positioning, which is sometimes essential because it will be a big damage loss if your Magic Missile caster is stunned or killed.
While constant single-target damage output is our main priority, you do also have a range of AoE and utility spells, allowing you to buff allies and debuff or stun enemies.
FAQ: What Abilities are most important for the Magic Missile Build?
- Intelligence is the most important ability for your Magic Missile build, because it determines the efficacy of your spells and cantrips and will also boost many of your Skills, such as Arcana and History. Put 16 points in Intelligence at the start and increase it later in the game.
- Dexterity is also very important. It boosts your Armour Class and Initiative, allowing you to move earlier in the turn. Put 16 points in this.
- Constitution should always be at least 14 for any build in Baldur’s Gate 3, and this one is no different. This gives you a necessary baseline of HP and helps you to resist a wide range of hostile effects with Constitution Saving Throws. It also helps you to keep Concentration on spells when you take damage.
FAQ: Which Wizard and Warlock subclasses should I use?
- For the Wizard, using the Evocation subclass is very important because, after sufficient levelling up, you will get a flat damage bonus to all of your Evocation Spells, including Magic Missile. This is essential for your late-game damage output. It is, of course, up to you if you want to use a different subclass, but you will lose out on a lot of damage in Act III if you don’t use Evocation.
- For the Warlock, we recommend using the Hexblade because applying the Hexblade’s Curse to enemies will significantly increase Magic Missile’s damage potential against them. While the final choice is up to you, choosing any other Warlock subclass will make the build weaker overall.
Related Guides for Baldur’s Gate 3
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