BG3 Illusion School Wizard Build Guide – Baldur’s Gate 3
Welcome to the Baldur’s Gate 3 Illusion Wizard Build. The Wizard Class is a very skilled spellcaster with access to a wide range of Spells. They can learn spells from Scrolls that they find.
Please visit our Best BG3 Builds overview page for more builds or check out our Best BG3 Wizard Build, BG3 Necromancer Build or the optimized companion BG3 Gale Build. To get an overview of all classes please visit the BG3 Classes overview page.
For this BG3 Wizard Build, we’ll be using the Illusion School subclass of the Wizard. Illusion School Wizards can conjure Illusions to distract enemies, without spending a Spell Slot. At higher levels, they can see Invisible creatures and objects and create an illusion that causes an enemy attack to miss them, once per Short Rest.
This build also works for Gale if you have him in your party, either as your selected Origin or as a recruited Party member. The BG3 Illusion Wizard Build was last updated in October 2025. It works for both PC and Console (PS5 and XBOX Series X/S).
Table of Contents for the BG3 Illusion Wizard Build:
- Illusion Wizard Build Overview
- Wizard Character Creation (Level 1)
- Illusion Wizard Levelling Guide
- Illusion Wizard Build Equipment
- Illusion Wizard Build Extra Info
Wizard Strengths
Wizard Weaknesses

BG3 Wizard Build Overview
Here is a quick overview of the Wizard class and the Illusion School subclass. If you’re already familiar with them, please skip this section.
Wizard Class Summary
The Wizard is the most astute spellcaster in Baldur’s Gate 3, with access to a huge array of spells.
Arcane Recovery (Level 1) – You can spend Arcane Recovery Charges to recover spent Spell Slots. You accumulate more Arcane Recovery Charges as you level up, and they are recovered during Long Rests.- Weapon Proficiency with
Daggers,
Quarterstaves and
Light Crossbows.
Illusion School Summary
The Illusion School focuses on illusions that allow you to distract enemies. Your skill with illusions also allows you to see invisible targets.
- Illusion Savant (Level 2) – You get a discount when learning Illusion Spells from Scrolls.
Improved Minor Illusion (Level 2) – You can cast the
Minor Illusion Cantrip with a
Bonus Action.
See Invisibility (Level 6) – You can see
Invisible targets until your next Long Rest. Enemies who fail a Dexterity Saving Throw will also be revealed to your allies.
Illusory Self (Level 10) – Once per Short Rest, you can spend a
Reaction to distract an attacker with an illusion, causing them to miss.
BG3 Illusion Wizard Build Character Creation (Level 1)

In this section, we will walk you through the Character Creation for your BG3 Wizard Build, including the best Race, Background, Skills, Abilities, Spells and Cantrips.
Race
You can use any race for the BG3 Wizard Build; the differences between the races are quite mild. However, there are a few that are a little more useful than average. The table below summarises the best five Wizard races.
This is largely subjective – if you want to try a different race, the build will still work fine regardless.
| 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 upper hand 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. |
|
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.
Both Drow variants are functionally identical but have a different backstory. |
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. |
Cantrips
The BG3 Wizard can select three Cantrips to start the game with. Cantrips are basic spells that do not consume a spell slot when cast, effectively meaning you can cast them as often as you like without limitations.
We recommend choosing the following Cantrips to start the game with:
Fire Bolt – Hurl a mote of Fire, dealing 1-10
Fire Damage. Use this as your main damage Cantrip.
Ray of Frost – 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.
Acid Splash – Hurl a bubble of Acid that deals 1-6
Acid Damage. This has a small AOE, so it’s good to use when there are multiple enemies in a tight space.
Note that if you chose High Elf as your race, then you can choose Fire Bolt as your High Elf Cantrip and therefore get an extra Cantrip from the Wizard list. In that case, we also recommend choosing
Bone Chill. It deals 1-8
Necrotic Damage, prevents an enemy from regaining HP and also inflicts Disadvantage on Undead Attack Rolls.
Spells
The Wizard Build lets you learn 6 Spells in Character Creation, but you will only be able to Prepare (equip) 4 of them. It’s important to note that you’ll only be able to select Prepared Spells from your 6 chosen Learned Spells, and only the Prepared Spells can be used. This can be a bit confusing if you are a new player.
You can always prepare new spells in your menu in your spell book; the BG3 Wizard rules are not as strict as some other D&D-based games that only allow you to swap Prepared Spells when you Long Rest. The only restriction is that you cannot change Prepared Spells while in combat.
Learning which of your spells to prepare at any given time is a skill that you learn through experience. Try to scout ahead, look at the terrain, and examine enemies before fighting them. This can give you some clues as to which spells might work best in any upcoming combat. If in doubt, just run with your best damage spells and one or two defensive, mobility and buff/debuff spells.
With that in mind, we recommend Learning the following spells:
Mage Armour – This is vital for the Wizard Class since you have no Proficiency with normal Armour and have to settle for wearing Clothing. Mage Armour will improve your
Armour Class to a total of (13 + Dexterity Modifier), allowing you to be more or less on par with other classes defensively. When cast, the Spell will last until your next Long Rest, so remember to cast it after every Long Rest before entering combat.
Magic Missile – Shoot three projectiles at a target, each one dealing 2-5
Force Damage. In total, this spell deals 6-15 damage, so it’s guaranteed to hit for at least a somewhat decent amount, and if you get a high Damage Roll then its damage is not too shabby for an early-game spell. The missiles will always hit their target, so this is a great way to guarantee some damage to an enemy.
Thunderwave – Arguably the best first-level damage Spell in the game, Thunderwave deals 2-16
Thunder Damage to all enemies in front of you and also sends them flying backwards. You can use this to knock enemies off ledges or cliffs for extra fall damage, or potentially even one hitting them.
Witch Bolt – Link yourself to an enemy with an arc of Lightning. Deals 1-12
Lightning Damage to the enemy and can be activated again for more damage each turn as long as you maintain your Concentration.
Chromatic Orb – Hurl a Sphere of Energy, dealing 2-8 Thunder, Acid, Cold, Fire, Lightning or Poison Damage (of your choice) and create a surface of that type.
Grease – An easy-to-overlook Spell that creates an 8 metre wide AOE of Grease, slowing down enemies and potentially knocking them
Prone when they try to move through it.
Background & Skills
Your most important Abilities for the Illusion Wizard are going to be Intelligence and Dexterity. For optimal results, you should choose your Background and Skills accordingly.
We recommend choosing the Sage Background, which gives you two Skill Proficiencies:
Arcana (INT) – Recognise and interact with magical objects during your exploration.
History (INT) – Recall historical details about the world around you. It can sometimes open up additional dialogue options.
You can now choose two additional Skills to be Proficient with. Make sure you have these two covered:
Investigation (INT) – You are better at noticing and deducing hidden details. Can open up extra dialogue options.
Religion (INT) – Recognise religious icons and recall details about religions that you may encounter on your adventure.
If you choose Human as your race, then you will have one additional unrestricted Skill pick. For this, I recommend choosing
Acrobatics (DEX), which will make your character better at resisting enemy attempts to push you and reduce the fall damage you take.
Ability Points
Intelligence is the most important ability for Wizards, as it’s the attribute used for Spellcasting. The higher your intelligence score, the more likely your spells will successfully hit your target. The second most important attribute is Dexterity, used mainly to improve your Armour Class. This is particularly important, since the Wizard has no Armour Proficiency and therefore relies on Dexterity to protect themselves. Thirdly, it’s important to have some points in Constitution, which will increase your Maximum Hitpoints and improve your chances of succeeding at Concentration Checks (continuing to channel the effects of an ongoing Concentration Spell after you take damage).
With all of this in mind, we recommend an ability spread something like this:
8 Strength
16 Dexterity
14 Constitution
16 Intelligence
10 Wisdom
10 Charisma
Bolded Abilities are the most important for the build. The others can be tweaked if you wish.
Illusion Wizard Levelling Guide – BG3
We will now walk through the process of levelling up your Illusion Wizard in Baldur’s Gate 3. For ease of reading, we’ve split this part up into early, mid and late game levelling sections.
We’ve listed what we think are the strongest or most useful spells and cantrips to unlock at each level, but don’t shy away from experimenting with other spells.
Early-Game Levelling Guide for the BG3 Wizard Build
We will start with the early-game levels, 2-4.
Level 2 – Select your Subclass
At Level 2, you need to choose your Subclass for the Wizard build. The Wizard class has a total of 9 different subclasses (Abjuration, Evocation, Necromancy, Conjuration, Enchantment, Divination, Illusion, Transmutation, and Bladesinging). For this build, we’ll be going with the Illusion School.
The full list of unlocks at this level:
- Illusion Savant – Learn Illusion Spells from Scrolls for half the gold cost.
Improved Minor Illusion – You can cast the
Minor Illusion Cantrip with a
Bonus Action.- Learn 2 more Spells:
Tasha’s Hideous Laughter – If the target fails the
Saving Throw, they are overcome with a laughing fit. This is a “hard CC” effect that prevents the victim from doing anything.
Sleep – A great early-game stun spell. It can put one or several enemies up to a HP limit into a magical slumber. This spell cannot be blocked by a Saving Throw, but the victim will wake up if they take damage, get Shoved or Helped.
Level 3
At Level 3, the Illusion Wizard build gains another
Arcane Recovery charge, increasing the number of Spell Slots they can replenish without needing a Long Rest.
You gain 1 level 1 slot and two level 2 slots. We recommend learning the following Spells:
Cloud of Daggers – Deals AoE
Slashing Damage and can be placed in tight areas where enemies have to get to you. They will walk through it and get high damage.
Misty Step – Teleport to a valid location within 18 metres. Only uses a
Bonus Action, so you can attack on the same turn.
Level 4
At Level 4, it’s time to choose a Feat to unlock for your Wizard Build in BG3. Grab the Ability Improvement Feat, which will give you two extra Ability Points to spend. Put both points into Intelligence, which will take you up to 18 INT. This will boost your spellcasting and will give you an extra Prepared Spell vacancy.
You can also select another Cantrip; we recommend
Shocking Grasp, a melee Cantrip with
Advantage against enemies with metal armour. It applies the
Shocked condition, preventing the victim from taking Reactions. This can be used to help you run away from a melee heavy hitter without incurring an Opportunity Attack. Ensure that
Shocked was applied before running away, or you’ll still risk an opportunity attack.
You’ll be able to Learn 2 more Spells here, too. We recommend picking up the following Spells:
Enlarge/Reduce – A handy spell that allows you to Enlarge or Reduce the size of yourself or an ally. Enlarged characters deal more damage in melee and are better at Strength Checks. Smaller characters may be able to access small passageways to access hidden areas. This works well if you have a melee heavy-hitter in your party, such as a Fighter, Barbarian or Paladin.
Hold Person – A powerful hard stun that completely paralyses a humanoid target, unless they succeed on a
Saving Throw. A victim of Hold Person will always take Critical Hits from melee attacks, making them very vulnerable to damage. They will attempt a new
Saving Throw at the start of each turn.
Mid-Game Levelling Guide for the BG3 Illusion Wizard Build
We will now go over the mid-game section of the Illusion Wizard Build levelling guide. This covers levels 5-8.
Level 5 Illusion Wizard Build for BG3 – PS5/PC
At Level 5, your Proficiency Bonus is improved to +3, meaning you’ll now get a +3 bonus to all Skill rolls that your character has Proficiency for.
Your
Arcane Recovery charge is increased to 3, too, again improving the amount of Spell Slots you can replenish with this ability.
You also unlock Third Level Spells at this level, too. Some First and Second-Level spells can be upcast to the Third Level to make them more powerful.
As usual, you can choose two spells to Learn. We recommend:
Haste – A Concentration Spell that 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. Beware that when the effect ends, the target will become
Lethargic, forcing them to skip one turn.
Fireball – This is a very powerful AOE spell, dealing 8-48
Fire Damage to everything in a 12-metre wide area, with a range of up to 18 metres. Targets that perform a
Saving Throw will still take half of the damage.
Level 6
At Level 6, your Illusion Wizard Build gains the following new features:
- Another Third Level Spell Slot, taking your total up to three.
- Learn another two Spells. We recommend:
Counterspell – nullify another creature’s spell as a
Reaction. This is great for interrupting powerful enemy spells. If the target spell is above Third Level, you must Upcast your Counterspell or pass a spell roll to block it.
Stinking Cloud – Create a cloud of gas so nauseating that it prevents creatures from taking Actions if they fail a Constitution Saving Throw. This is a good spell for shutting down multiple weaker enemies. Strong enemies will often succeed saving throws against this, as they have high Constitution. But this is great for reducing the threat posed by minions.
See Invisibility – You can see
Invisible targets until your next Long Rest. Enemies who fail a Dexterity Saving Throw will also be revealed to your allies.
Level 7
At Level 7, you unlock the following:
Arcane Recovery Slots increased to 4.- Access to Fourth Level Spells.
- One Fourth Level Spell Slot.
- Learn two more Spells. We recommend choosing:
Conjure Minor Elemental – This lets you conjure a Minor Elemental. We prefer the Azer summon, but check out the others to see which one you like best. Summoned creatures are great to have around because the AI will often waste their turns attacking them instead of your party members. As a result, you deal more damage and take less damage.
Blight – Deals 8-64
Necrotic Damage to a single target. Remember that Undead and Constructs are immune to
Necrotic Damage.
Level 8
At Level 8, you can choose another Feat. We recommend choosing Ability Improvement again, and increasing your Intelligence to 20.
You can Learn two more Spells, as usual. Good options are:
Dimension Door – 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.
Confusion – An AoE Spell that causes those within to become
Confused, randomly attacking, wandering around or passing their turn. They can resist the effects with a Wisdom
Saving Throw.
Since you increased your Intelligence to 20, this time around you’ll get two new slots for Prepared Spells, instead of the usual one.
Late-Game Levelling Guide for the BG3 Illusion Wizard Build
We’ll now explain the levelling-up process for the latter parts of the game, at levels 9-12.
Level 9
At Level 9 of your Wizard Build in BG3 gains access to even more powerful magic. You’ll unlock the following features here:
- Arcane Recovery Slots increased to 5.
- Another Fourth Level Spell Slot, giving you three in total.
- One Fifth Level Spell Slot, and the ability to Learn and Prepare Fifth Level Spells.
- Learn two more Spells. We recommend:
Hold Monster – Paralyse a creature. It can’t move, act or react. Attacks from within 3 metres are always Critical Hits. Lasts for up to 10 turns, as long as you maintain Concentration. This is an upgraded version of Hold Person that can be used against any target. You can unprepare Hold Person and replace it with this spell.
Conjure Elemental – With this, we can summon even more powerful creatures.
Level 10
At Level 10, you unlock the following:
- Choose one more Cantrip. We already picked all the best options, so you can choose whatever you like here.
- Unlock another Fifth Level Spell Slot, giving you two in total.
Illusory Self – Once per Short Rest, you can spend a
Reaction to distract an attacker with an illusion, causing them to miss.- Learn two more Spells. We recommend:
Cone of Cold – Make a flurry of frost, crisp air, and condensed snow crystals erupt from your hands. Deals 8-64
Cold Damage to targets within 9 metres.
Cloudkill – Craft a large cloud that inflicts 5-40
Poison Damage per turn. You can reposition the cloud every turn. The cloud Heavily Obscures everything within it. Requires Concentration. Check for enemy resistance or immunity to Poison before casting this spell.
Level 11
At Level 11, you’ll gain access to the most powerful magic available in Baldur’s Gate 3, making your Illusion Wizard Build even stronger.
At this point, you’ll get:
- Another Arcane Recovery Charge, bringing your total number to 6.
- One Sixth Level Spell Slot, and the ability to learn Spells of this tier.
- Learn two more Spells. We recommend choosing:
Chain Lightning – Strike an enemy with lightning. Three more bolts will leap from the target, electrifying as many as three other enemies within range. Deals 8-80
Lightning Damage. Damage is halved if the target Saves.
Sunbeam – A beam of brilliant light sears and Blinds all creatures in its path, dealing 6-48
Radiant Damage. Until the spell ends, you can recast Sunbeam without expending a spell slot. Requires Concentration.
Level 12 – Max Level Illusion Wizard Build for Baldur’s Gate 3
If you’ve made it to this point, then you’ve now reached the maximum level with your Illusion Wizard Build in Baldur’s Gate 3. Congratulations!
At Level 12, your Wizard unlocks the following:
- Choose another Feat:
- War Caster – You gain Advantage on Saving Throws to maintain Concentration on a spell. You can also use a reaction to cast Shocking Grasp at a target moving out of melee range (1-8 Lightning Damage). Choose this if you already have Spell Sniper.
- Learn two more Spells. We recommend:
Wall of Ice – High damage Spell that raises a wall of solid ice that deals
Cold Damage to nearby creatures and blocks movement. Covers a huge area, and you can decide where it is placed.
Otiluke’s Freezing Sphere – Create a ball of churning ice that can be launched instantly to generate a frosty explosion or stored for later use.
On a final note, if you’re really struggling to keep your party alive in the late game, you can instead replace one of these spells with
Globe of Invulnerability. This creates a 6 metre area that makes all creatures and objects within immune to damage for three turns. But beware that enemies inside the sphere can also gain the buff.

Illusion Wizard Build Equipment for Baldur’s Gate 3 PS5/PC
In this section, we have powerful equipment recommendations for the Illusion Wizard. We’ve included both an early-game and a late-game variant of the build, so you don’t need to wait until Act III to make use of it.
Early-Game equipment is obtainable in Act I and the earlier parts of Act II, while Late-Game equipment is found in Act III and the latter parts of Act II. Sometimes, early-game equipment may make it into the late-game section, as a few items obtained early in BG3 are powerful enough to compete with items not found until much later in the game.
Early-Game Equipment
The table below shows the recommended early-game setup for the Illusion Wizard. Check below the table for more information about each item, including where to obtain it. Don’t worry if you don’t have all of the items, and don’t be afraid to try new things not mentioned here, either. This is only a guideline, and the build can still work fine if some equipment is different.
| Slot | Icon | Item | Effects | Location |
|---|---|---|---|---|
| Head | ![]() |
The Shadespell Circlet |
|
Sold by Omeluum in the Underdark, after helping him to investigate the Parasite |
| 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 | ![]() |
Bracers of Defence |
|
Looted from a gilded chest in the secret area of the Apothecary’s Cellar |
| Boots | ![]() |
Boots of Genial Striding |
|
Sold by Blurg in the Myconid Colony |
| Necklace | ![]() |
Pearl of Power Amulet |
|
Sold by Omeluum in the Myconid Colony |
| Ring 1 | ![]() |
Ring of Protection |
|
Steal the Sacred Idol in Druid Grove (quest) |
| Ring 2 | ![]() |
Crusher’s Ring |
|
Dropped by Crusher in the Goblin Camp |
| Main Weapon | ![]() |
The Spellsparkler |
|
Rescue Counsellor Florrick from the fire in Waukeen’s Rest |
| Second Weapon | Any |
|
N/A |
The Shadespell Circlet
The Shadespell Circlet adds +1 to your Spell Save DC rating whenever your character is standing in a shadowy area. This makes it harder for enemies to resist all of your Spells and Cantrips that impose a Saving Throw (i.e. not Attack Rolls). For example, an enemy trying to roll a save against your Hold Person spell will now need to roll 1 higher to be successful.
The Shadespell Circlet can be purchased from Omeluum in the Underdark Myconid Colony. You must first complete his quest to help him investigate the parasite.
Cloak of Protection
One of the first cloaks available in BG3 and also one of the most useful, the Cloak of Protection gives you a +1 buff to your Armour Class and Saving Throws, making for a solid defensive item. It is sold by Quartermaster Talli in Last Light Inn, Act II.
The Protecty Sparkswall
The Protecty Sparkswall improves your Spell Save Difficulty Class by 1, making all of your spells that impose Saving Throws a little bit harder for enemies to resist. You’ll also gain a +1 bonus to your own Armour Class and Saving Throws as long as you have at least one Lightning Charge, something that you’ll be able to get with the early-game melee weapon of this build. Looted from a gilded chest at the far end of the trapped bridge in Grymforge, Act I.
Bracers of Defence
The Bracers of Defence boost your Armour Class by+2 as long as you are not wearing armour or a shield. This condition applies to us all the time, making this an excellent defensive item. It can be looted from a gilded chest in the secret area of the Apothecary’s Cellar, beneath the Blighted Village in Act I.
Boots of Genial Striding
The Boots of Genial Striding prevent you from being slowed down by Difficult Terrain, providing you with a decent boost to your mobility. Note that other affects associated with terrain types, such as the chance to slip on ice or taking damage from spikes, will still apply even with the boots equipped. These boots are sold by Blurg in the Myconid Colony in the Underdark, Act I.
Pearl of Power Amulet
The Pearl of Power Amulet is a decent early-game item for any spellcaster in BG3. Once per Long Rest, it allows you to restore a Spell Slot of third level or lower. This lets you cast an extra spell before you need to take a Long Rest to replenish your Spell Slots. It is sold by Omeluum in the Myconid Colony, however you must complete his quest to investigate the parasite before you can trade with him.
Crusher’s Ring
Crusher’s Ring gives you 3 metres of extra Movement Speed per turn, which is great for improving your mobility and staying one step ahead of melee enemies who might be chasing you. This is especially important if you chose a race with low mobility, such as a dwarf, halfling or gnome. It is dropped by Crusher in the Goblin Camp, Act I.
Ring of Protection
The Ring of Protection has the same effect as the Cloak of Protection, making it another decent defensive item, important for a class like the Wizard which cannot wear armour. It is granted to you as a reward by Mol in the Druid Grove for completing the quest to steal the sacred idol.
The Spellsparkler
The Spellsparkler is an excellent early-game weapon for any spellcaster. Whenever you deal damage with a Spell or Cantrip, you gain 2 Lightning Charges, a special type of buff only granted by some equipment.
Each Lightning Charge gives you a +1 bonus to Attack Rolls and causes your attacks to do 1 bonus Lightning Damage. When you reach 5 charges, they are consumed to deal 1d8 bonus Lightning Damage on your next attack. This gives you a considerable bonus when attacking enemies, and with this staff all you need to do is keep casting Spells and Cantrips to benefit from this mechanic.
To get the Spellsparkler, you need to rescue Counsellor Florrick from the fire in Waukeen’s Rest during the Rescue the Grand Duke quest in Act I. Meet with the Counsellor outside the burning building and you’ll get a choice of rewards, one of which is the Spellsparkler.

Late-Game Equipment
The table below shows the recommended late/end-game setup for the Illusion Wizard. In the late-game, we will be putting a little more emphasis on improving the Spell Save Difficulty Class stat, making it harder for enemies to succeed their Saving Throws against our spells.
| Slot | Icon | Item | Effects | Location |
|---|---|---|---|---|
| Head | ![]() |
Hood of the Weave |
|
Sold by Mystic Carrion in Philgrave’s Mansion |
| Cloak | ![]() |
Cloak of the Weave |
|
Sold by Helsik at the Devil’s Fee, once her special stock is unlocked |
| Chest | ![]() |
Robe of the Weave |
|
Inside a Globe of Invulnerability in Ramazith’s Tower |
| Gloves | ![]() |
Helldusk Gloves |
|
Dropped by Haarlep in the House of Hope. |
| Boots | ![]() |
Helldusk Boots |
|
Looted from a locked gilded chest on the top floor of Wyrm’s Rock Fortress |
| Necklace | ![]() |
Spellcrux Amulet |
|
Looted from the Warden in Moonrise Towers Prison |
| Ring 1 | ![]() |
Ring of Protection |
|
Steal the Sacred Idol in Druid Grove (quest) |
| Ring 2 | ![]() |
Ring of Feywild Sparks |
|
Carried by Auntie Ethel in The Blushing Mermaid – Basement |
| Main Weapon | ![]() |
Markoheshkir |
|
Found inside a Globe of Invulnerability in Ramazith’s Tower |
| Second Weapon | Any |
|
N/A |
Hood of the Weave
The Hood of the Weave improves your Spell Save DC by +2, meaning enemies will have to roll 2 more points in any given Saving Throw to succeed it. This makes many of your spell effects harder to resist. It is sold by Mystic Carrion in Philgrave’s Mansion, Act III.
Cloak of the Weave
The Cloak of the Weave is useful mainly because it adds another +1 bonus to your Spell Save DC and Spell Attack Rolls, making your spells harder to resist. This cloak also lets you absorb elemental damage once per Short Rest, reducing the damage of the incoming attack by 50% and then adding 1d6 of the same element to your next attack. It is sold by Helsik at the Devil’s Fee, once her special stock is unlocked.
Robe of the Weave
The Robe of the Weave is a good late-game clothing item for the Wizard. It Improves your Spell Save DC by +1 (along with your Spell Attack Rolls), gives you a +2 bonus to your Armour Class, and also heals you by 1d6 HP when you succeed a Saving Throw against a Spell. This is nice distribution of defensive and offensive bonuses that make this a well-rounded item.
You can find it inside a Globe of Invulnerability in Ramazith’s Tower, Act III. To access it, you need to use a See Invisibility effect (Spell, Scroll or Elixir) to find the hidden lever and pull it, which will deactivate the Globe. You can then retrieve the Robe.
Helldusk Gloves
The Helldusk Gloves give a +1 bonus to your Strength Saving Throws and infuse your weapon attacks with 1d6 bonus Fire Damage. More importantly, they give a +1 bonus to spell Attack Rolls and Spell Save DC, making all of your spells more likely to have the desired effect against enemy targets.
The gloves are dropped by Haarlep in the House of Hope.
Helldusk Boots
The Helldusk Boots prevent you from being forcefully moved by an enemy’s spells or actions, and give you immunity to the effects of Difficult Terrain. You can also use a Reaction to succeed a Saving Throw that you would have failed, making these extremely good defensive boots. As another added bonus, you get access to the Hellcrawler action, which allows you to teleport and deals fire damage to anyone at the destination.
These boots can be looted from a locked gilded chest on the top floor of Wyrm’s Rock Fortress. Take them before Gortash’s coronation to avoid making NPCs in the area hostile.
Spellcrux Amulet
The Spellcrux Amulet is pretty much a direct upgrade from the Pearl of Power Amulet that we were using in the early-game section. It allows you to replenish one spell slot of any level, once per Long Rest. Unlike the Pearl of Power amulet, you can use the effect in combat, and doing so only costs a Bonus Action, making the amulet easier to use.
It is looted from the Warden in Moonrise Towers Prison, Act II.
Ring of Feywild Sparks
The Ring of Feywild Sparks is a late-game ring – at first glance it looks like it’s much more suited for the Wild Magic Sorcerer rather than the Wizard, and it is true that the ring is designed for that subclass. However, this ring also gives another +1 bonus to your Spell Save DC, making it harder for enemies to succeed Saving Throws against your spells. The Ring of Feywild Sparks is therefore still a good pick, even for a Wizard.
This ring is carried by Auntie Ethel in The Blushing Mermaid – Basement.
Markoheshkir
A Legendary quarterstaff, Markoheshkir is one of the strongest weapons in the game for “full spellcaster” classes like the Wizard. It gives several bonuses:
- +1 bonus to Spell Save DC and Spell Attack Rolls
- Arcane Battery – Once per Long Rest, remove the Spell Slot cost of your next spell.
- Kereska’s Favour – Gain a special elemental buff of your choice until your next Long Rest, unlocking a special buff and new abilities. This is especially good because it doesn’t require Concentration. You can choose from the following variants:
- Sizzling Cataclysm – Gain 50% Resistance to Acid Damage. Can cast Melf’s Acid Arrow and Hunger of Hadar once per Short Rest. Acid Spells deal extra Acid Damage equal to your Proficiency Bonus. When you deal Spell damage, you inflict 1 turn of Noxious Fumes, causing nearby creatures to take 1d4 Acid Damage per turn.
- Deadlier than Arsenic – Gain 50% Resistance to Poison Damage. Can cast Cloudkill and Ray of Sickness once per Short Rest. Poison Spells deal extra Poison Damage equal to your Proficiency Bonus. When you deal Spell damage, you inflict 1 turn of Poisoned on the target, causing Disadvantage on Attack Rolls and Ability Checks.
- Bone-Shaking Thunder – Gain 50% Resistance to Thunder Damage. Can cast Shatter and Destructive Wave once per Short Rest. Thunder Spells deal extra Thunder Damage equal to your Proficiency Bonus. When you deal Spell damage, you inflict 1 turn of Reverberation on the target, causing a -1 penalty to Strength, Dexterity and Constitution Saving Throws.
- Bolts of Doom – Gain 50% Resistance to Lightning Damage. Can cast Chain Lightning and Lightning Bolt once per Short Rest. Lightning Spells deal extra Lightning Damage equal to your Proficiency Bonus. When you deal Spell damage, you gain 1 Lightning Charge.
- Frost of Dark Winter – Gain 50% Resistance to Cold Damage. Can cast Cone of Cold and Ice Storm once per Short Rest. Cold Spells deal extra Cold Damage equal to your Proficiency Bonus. When you deal Spell damage, you inflict 1 turn of Encrusted with Frost, causing Disadvantage on Dexterity Saving Throws and possibly Freezing the target if they reach 7 stacks.
- Flame of Wrath – Gain 50% Resistance to Fire Damage. Can cast Fireball and Wall of Fire once per Short Rest. Fire Spells deal extra Fire Damage equal to your Proficiency Bonus. When you deal Spell damage, you gain 1 turn of Heat, causing you to take 1d4 Fire Damage per turn but allowing you to use Heat Convergence to convert your Heat stacks to bonus Fire damage on your next attack.
Feel free to experiment with the different versions of Kereska’s Favour to find your favorites.
The staff is found inside a Globe of Invulnerability in Ramazith’s Tower in Act III. Use a See Invisibility Spell, Scroll or Elixir to find the lever which disables the globe.
Illusion Wizard Build Extra Info
Below is some additional info that will help you to play this BG3 Wizard Build.
Illusion Wizard Tips & Tricks for Baldur’s Gate 3
Try to stay mindful of positioning when playing your Wizard Build in combat. Remember that having melee enemies in your face will give you a Disadvantage on your Attacks, and having the High Ground will give you a boost on ranged Attack Rolls. It will get a little easier to manage this when you unlock the Misty Step Spell. Make use of Crowd Control Spells like Thunderwave to keep enemies from reaching you.
Don’t be afraid to sometimes use an AOE spell like Shatter or Fireball on a single target, if you just need some extra damage.
If you have no Spell Slots left or don’t want to expend any at the moment, then your best bet is usually to cast a Cantrip like Fire Bolt on the enemy, as these have unlimited uses. Swinging your melee weapon is only advised if a melee enemy has got into close range (thus giving all your spells Disadvantage) and you have no way of retreating safely without provoking an Opportunist Attack.
Let us also talk about the Haste spell. It is recommended to use Haste once you have access to it with your Wizard Build in Baldur’s Gate 3. You can buff yourself or another group member. The Haste spell will allow them to do more actions per turn. There are also items that give Haste. For example, the Darkfire Shortbow that you can buy from Dammon at the start of Act 2 that our BG3 Monk Build uses also gives us access to Haste.
Best Party Composition
Your BG3 character will always perform better in a party that synergises and works well as a team.
There are lots of awesome party compositions in BG3, with so many classes and subclasses, the possible combinations are almost limitless.
Here is a combo that works great for the Illusion School Wizard:
- This Illusion Wizard Build
- A support Cleric who can heal and support your party
- Life Domain for maximum healing, or Light Domain to debuff your foes and pile on even more AoE damage
- A melee heavy-hitter to act as the front line and wreak havoc in the enemy ranks
- A versatile melee/ranged combatant to fill in the gaps and help out where needed
Wizard 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 Wizard Build with the Illusion School subclass:
Concentrated Blast: 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 spells, so you should be able to get good use from this.
Cull the Weak: 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.
Fly: This can be used to reach hard to get to places or change positions in combat. Use this to keep your Wizard safe from enemy attacks, so your Concentration won’t get disrupted as easily.
Black Hole: 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.
Psionic Backlash: 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.
More Baldur’s Gate 3 Builds
- Druid Build – Circle of the Moon
- Bard Build – College of Lore
- Ranger Build – Hunter
- Monk Build – Way of Shadow
- Monk Build – Way of the Four Elements
- Monk Build – Way of the Open Hand
- Necromancer Build – Necromancy
- Fighter Build – Battle Master
- Barbarian Build – Berserker
- Warlock Build – Great Old One
- Cleric Build – Light Domain
- Rogue Build – Thief
- Sorcerer Build – Wild Magic
- Paladin – Oath of Ancients
- More Baldur’s Gate Guides & Builds
If you want to check out the map of Baldur’s Gate 3, please visit the Baldur’s Gate 3 Interactive Map.
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