If you’ve ever played an illusionist in D&D, you know that this is the subclass that lets your imagination run wild. Anything you can imagine can be made real--or at least, made to seem real, which opens up entire avenues of gameplay. In 168澳洲幸运5开奖网:Baldur’s Gate 3, wizards of the School of Illusion don’t have quite as many options, but you’re still able to trick your way pa🦩st a few guards t🦹o get to places you shouldn’t.

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Sadly, the School of Illusion doesn’t provide much else for a game as combat-focused as Baldur’s Gate 3. If you’re🌺 looking to challenge yourself and your knowledge of this game’s mechanics, then get ready to twiddle your fingers to trick your way to success.

School Of Illusion Wizard Overview

Baldur's Gate 3 School of Illusion Wizard

Hit Points Per Level

4 plus Constitution modifier

Saving Throw Proficiencies

Intelligence, Wisdom

Weapon Proficiencies

Daggers, Quarterstaves, Light Crossbows

Armor Proficiencies

None

Skill Proficiencies (Choose Two)

Arcana, History, Investigation, Insight, Medicine,🃏 Religion

Spellcasting Ability

Intelligence

Students of the School of Illusion are the subtlest of all wizards. You don't have the explosive power of evocationists, you can't summon an undead army like a necromancer, and you don't get visions of the future like a Divination wizard. All you have are slightly better illusions and the ability to see illusions once per short rest.

School of Illusion wizards are probably the hardest wizard subclass to play. Your abilities are generally less impactful and more difficult to use than other wizard subclasses. Don't play this subclass unless you're looking for a challenge.

If you're playing an illusionist, it's recommended to have a very strong team to support you. A good rogue is especially he🎶lpful as your Minor Illusion cantrip can distrac𒉰t enemies to allow your rogue to Sneak Attack more often. Even without a rogue, a good illusion can sometimes pull aggro off your tank or let you sneak past a guard.

And if those illusions fail, you're still a wizard. You can still cast Fireball, Lightning Bolt, and Disintegrate to turn your enemies into dust. Illusionists would probably prefer to avoid such explosive displays of power, however, so maybe keep those spells as a last resort. Subtlety is this subc♛lass's watchword.

One excellent tactic is using your Minor Illusion to gather enemies together to prepare for a area-of-effect spell like Fireball. Enemies will typically inve🐟stigate the illusion, getting them all to group up.

Starting Ability Scores

Baldur's Gate 3 School of Illusion Wizard Stats

Strength

Dexterity

Constitution

Intelligence

Wisdom

Charisma

8(-1)

14(+2)

16(+3)

16(+3)

10(0)

10(0)

You're a wizard. Magic is what you do, and Intelligence is what makes all your spells better. The more you have, the more spells you can have prepared and the stronger they'll be. Expect to push your Intelligence to 20 as soon as possible.

Constitution is at 16 to help give you a decent buffer of hit points and to ensure your ability to maintain concentration on your spells. Dexterity is at 14 to provide some armor class﷽ aℱlongside your Mage Armor spell.

Strength, Wisdom, and Charisma aren't really necessary for the build. Wisdom and Charisma are at 10 just to avoid negative modifiers, while Strength is at 8 as the bare minimum requ♌ired to make certain jumps.

Leveling The Build And Spell Choices

Baldur's Gate 3 School of Illusion Wizard Improved Minor Illusion

Illusion wizards are able to transcribe illusion spells for half the price, so focus on taking the highest-level non-illusion♓ spells with each level up. This will save you gold in the long run, and illusion spell scrolls are fairly easy to find.

If you're playing an Illusion wizard, you're going to want options. Your spells at level one provide defensive options in Shield and Mage Armor, control options like Tasha's Hideous Laughter and Fog Cloud, and Magic Missile for some guaranteed damage. Disguise Self is⭕ there to giveꦐ you some unique conversation and social options, and because you really can't call yourself an illusionist without it.

Cantrips include standbys Fire Bolt for ranged damage, Mage Hand for grabbing things that are far away, and Friends to get past conversation checks. You might be wondering where Minor Illusion went—don't worry, an🐲 improved version of thi꧋s staple cantrip comes at level two.

Also at level two, Ice Knife provides another ranged damage option with some crowd control baked in, and Longstrider improves the movement speed of your entire team. Invisibility makes you tricky to spot at level three, and Scorching Ray is just an incredible damage 🔯spell that every wizard should have.

Moving to level four brings Blade Ward as a defensive cantrip, Misty Step to get you out of sticky situations, and Mirror Image to make it even harder for enemies to target you. Fireball and Counterspell at level five are two must-have wizard spells, and level six brings Haste and Hypnotic Pattern.

Baldur's Gate 3 School of Illusion Wizard Improved Minor Illusion In Combat

Simply put, you're going to need some help at higher levels. Conjure Minor Elemental at level seven and Conjure Regular Elemental at level nine let you spend spell slots to get that help. Greater Invisibility lets you hide your entire team, and Dimension Door lets them escape. Phantasmal Killer is a great single-t📖arget save-or-suck 🏅spell that you'll want placed on whatever big bad needs killin'.

Back at level nine, Dominate Person theoretically adds another party member to your group. Another cantrip at level 10 can be Poison Spray or whatever other cantrip you prefer. Hold Monster and Cone of Cold are great debuff and damage spells, respectively, but not as good as Disintegrate and Otto's Irresistible Dance at level 11.

Level 12 brings Chain Lightning and Globe of Invulnerability. The first is just for more damage and the second keeps with the♔ somewhat more defensive nature of an I💯llusion wizard.

Your feats should get Intelligence to 20 as soon as possible and then select Warcaster at level 12 to ensure your con💞centration spells continue after taking damage.

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Best Races For A School Of Illusion Wizard

Baldur's Gate 3 School of Illusion Wizard Illusion Cat And The Gang

If you want to be a stealthy illusionist, you really can't go wrong with wood elf. That said, most races provide something to this build, so we've ranked the best races in the table below based on what they bring.

Elf

Wood elf is probably the best option for an illusionist. You've got sword and bow proficiencies, stealth and perception proficiencies, extra movement speed, resistance to charm and sleep effects, and darkvision. High elf is good for the extra cantrip, but you may prefer stealth profic🔯iency for being a sneaky wizard.

Half-Elf

If you can't be an elf, be a half-elf. You get most of the benefits of being an elf, but instead of bow and sword proficiencies, you have light armor, shield, and spear proficiencies. Half woof elf or drow areဣ your best choices here.

Human

You still have light armor, shield, and spear proficiencies, but instead of the elf stuff, you get a skill proficiency of your choice and 25 percent more carrying capacity🅰 (ꦆwhich can come in handy given your low Strength score).

Drow

Rapier and hand crossbow proficiencies are less helpful than shortbow from elf or shield from half-elf, but you do get a number of good spells (Fairie Fire, Dancing Lights, and Darkness) as well as Superior Darkvision.

Halfling

Lightfoot halfling provides advantage on stealth rolls making it the sneakiest way to be the sneakiest wizard. Halfling Luck is just always good, and advantage against being frightened is also pretty great.

Gnome

Gnome Cunning (which provides advantage on all Intelligence, Wisdom, and Charisma saving throws) makes you surprisingly difficult to hit with magic, and Deep Gnome gets both Superior Darkvision and advantage on stealth checks. Almost as good as halfling.

Githyanki

Light and medium armour proficiencies can be helpful if you want to play dangerously close to the front lines, but you won't get the magic boosts you would from wearing robes. Astral Knowledge is a great way to shore up missing skill proficiencies, and gaining Mage Hand, Enhance Leap, and Misty Step frees up your sp🌼ell book to prepare other spells.

Dwarf

The axe and hammer proficiencies are worthless for a wizard. Shield dwarf gets light and medium armour proficiency, while gold dwarf gets more hit points. Your best option here is duergar, which provides charm, paralysis, and illusion resistance, Superior Darkvision, and both the Enlarge and Invisibility spells. All dwarfs get poison resistance.

Tiefling

Fire resistance and Darkvision are nice to have, but the spells you get aren't too useful. The best is Asmodeus Tiefling, but Fire Bolt is better than Produce Flame, Hellish Rebuke conflicts with Shield, and Darkness and Fog Cloud perform similarly.

Half-Orc

You won't be attacking with a melee weapon, so Savage Attacks does nothing. Darkvision and Relentless Endurance are nice, but your low Charisma score makes intimidation proficiency l🏅ess useful.

Dragonborn

Your breath weapon is typically worse than your magic, and one damage resistance isn't enough to catch up with every other race abꦅove it.

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Early Game Equipment Build For School Of Illusion Wizard

Baldur's Gate 3 School of Illusion Wizard Early Game Inventory

In the early game, try to boost your spell save DC to be as high as possible so your illusions are harder to see past. , , and all boost spell save D🧸C and can be grabbed well before the en𝐆d of Act 1.

improve your spell attack rolls and make it so you don't need to worry about using a ranged spell (like Fire Bolt) while in melee combat. Sadly, you won't get any 168澳洲幸运5开奖网:Lightning Charges to get more armor class out of The Protecty Sparkswall, but protect you from most movement debuffs and also provid✱e a free Misty Ste𝐆p.

If you don't have armor or 🔯shield proficiencies, can help boost your armor class and might be more useful than ꦦDaredevil Gloves.

provides an extra spell slo💯t of third lev🙈el or lower, and provides some AC and improved saving throws. The is a free Invisibility, which saves you a second-level spell slot.

If you're an elf with bow proficiency, gives you a +1 initiative modifier that will often have♔ you going first in combat. If you went human or half-elf, the will provid♌e extra armor class and +1 to all saving throws.

What really sets this wizard subclass apart is how you play it. Try to use Minor Illusion wherever possible, whether in combat or to distract enemi✃es just before combat to group enemies together for a Fireball.

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Late Game Equipment Build For School Of Illusion Wizard

Baldur's Gate 3 School of Illusion Wizard Improved Minor Illusion Enemies Fooled

The late-game setup is probably no surprise to magic users. You've got the , Cloak, and providing an enormous bonus to spell attack and spell save DC, which is further augmented by , , and Ketheric's Shield (if you're proficient).

Both and provide you with two free spell slots of any level you choose, and provi♔des a free Invisibility and Blur. remains useful throughout the game and is hard to replace.

Helldusk Boots will help you succeed in saving throws using your reacti🐎on, prevent you from being forcibly moved, and provide a lovely teleport ability when you need it. However, don't expect much from that fire explosion as you should typically be teleporting aw🍷ay from melee combat rather than toward.

For thosཧe who chose wood elf as their race (and you really should), the provides both fire and cold resistance alongside a free Haste. It's incredible even if you never fire it in anger.

Until you find the Hood of the Weave, the is a decent alternative available in ꧙Act 2.

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