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Studious and inquisitive, Gale is an interesting companion in 168澳洲幸运5开奖网:Baldur's Gate 3. He is the game's resident wizard in a system where wizards eventually gain the powers to bend the entire universe to their will. That is if they manage to survive long enough to get that power.

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Like all wizards, Gale is on the squishy side, but with some forward-thinking, he can be a force to be reckoned with. Being able to add nearly every spell in Baldur's Gate 3 to Gale's spellbook makes him incredibly useful to bring on your journey, and his desire to do good in the world makes him the perfect companion for all but the Dark Urge.
Gale Overview
Gale |
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Race |
Human |
Starting Class |
Wizard |
Background |
Sage |
Proficiencies |
Arcane, His🃏tory, Insight, Investigation, Persuasion |
Ability Scores |
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Strength |
8 |
Dexterity |
13 |
Constitution |
15 |
Intelligence |
17 |
Wisdom |
10 |
Charisma |
12 |
Gale is this game's humble Human Wizard, except without the humility. While you cannot encounter him on the nautiloid at the beginning of the game, recruiting him is a simple case of encountering him at the Waypoint near the entrance to the Druid Grove.
Gale's starting ability score isn't bad for a Wizard. High Constitution and Intelligence are ideal for both increasing Gale's frail hit points and boosting his potent spellcasting, and decent Dexterity means that he has an acceptable armor class when given some light armor (as a human, Gale has light armor proficiency--something Wizards don't have).
If you can wait until Gale reaches level four, you can increase his Intelligence to 18 and Constitution to 16 to round out those uneven numbers (and increase both hꦕis spellcasting modifiers and hi🐠t point pool at the same time).
However, you can give Gale more hit points earlier if you pay Withers to respec him🅘 to have 16 Constitution and ♔16 Intelligence, reducing his Dexterity to 12. This keeps his spellcasting modifier and AC while increasing his hit point total.
Gale will likely already be level two by the time you recruit him, which means he'll default to the School of Evocation subclass. This is a fine subclass for any wizard, but keep in mind you can change this by visiting Withers.
Best Wizard Build For Gale: School of Evocation
Pros |
Cons |
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Gale defaults to the School of Evocation, which is a great choice for wizards who want to deal lots and lots of damage. It's one of the better wizard subclasses in Baldur's Gate 3 and thematically appropriate for Gale, so this guide will go in-depth on how to build Gale into the best Evocation wizard he can be.
Leveling The Build
Gale's starting spells are decent for any mage. Fire Bolt will be your go-to damage dealer for most encounters, but Ray of Frost is useful for slowing down melee attackers. Mage Armor should be cast every long rest until you find a shield and some light armor, at which point Gale can save himself a spell slot and re🍎place Mage Armor with anoth💯er spell.
Sleep, Grease, and Fog Cloud are all excellent crowd-control options, but you probably don't need all three at once. Feel free to replace one or two with Ice Knife and/or Magic Missile, both of which are fantastic damage dealers. The potency of Magic Missile cannot be overstated. Being able to deal guaranteed damage that (typically) cannot be resisted exists nowhere else in Baldur's Gate 3.
Keep in mind that Evocation Savant makes it easier and cheaper for Gale to transcribe Evocation spells into his spellbook than it does other spells.
For this reason, if you find an Evocation spell Gale doesn't already know, have him transcribe it rather than learn it through leveling up.
At level three, Cloud of Daggers and Scorching Ray make excellent choices for Gale's first level two spell slots. Cloud of Daggers trivializes certain encounters, while Scorching Ray deals massive damage to singl🐲e targets or groups of targets.
Although you gain more second-level spell slots at level four, it's recommended to go back and take a few utility spells at this level. Misty Step gives Gale a useful bonus action to escape threatened spaces, while Shield keeps him from getting hit using his reaction.
Counterspell at level three is a required pick for any wizard, while Fireball offers scaling damage well into the endgame. At level six, Haste is another staple spell, while Lightning Bolt offers ꦰsomꦜething against enemies with fire resistance.
As we get into higher levels, you'll have more freedom to pick your favorite spells or grab spells from earlier levels that you wanted but missed. Empowered Evocation at level 10 will boost Gale's damage output considerably.
Potent Cantrip at level six only works with two cantrips: Poison Spray and Acid Splash.
However, neither are Evocation spells, which means they gain no benefit from Empowered Evocation (unlike Fire Bolt). Poison Spray offers slightly more damage than Acid Splash, but it's a shame that this feature offers very little.
In general, keep Gale away from the thick of combat and have him sling his most destructive spells wherever possible. Use his reaction spells when necessary (such as Count🔯erspell and Shield), and use Arcane Recovery in between battles to regain spell slo🌳ts.
Other Spells To Look Out For
Cantrips |
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Level One |
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Level Two |
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Level Three |
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Level Four |
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While Gale will learn plenty of spells on his own, Baldur's Gate 3 throws even more scrolls at wizards willing to pay a l🎃ittle gold to transcribꦓe them into their spell book.
Acid Splash and Friends are two cantrips that can really help in certain situations, with Friends being great for conversation checks (on normal difficulty, at least). Speak with Animals is practically a required spell for many of the animal-centric quests, although it can be replaced by potions in a pinch, as can Feather Fall.
Longstrider is a ritual spell that should be cast on every character after every long rest for free movement. Tasha's Hideous Laughter is an excellent way to disable high defence by low Wisdom enemies. Invisibility can make sneaking operations much more effective, and Shatter is a powerful AO🎀E spell against inorganic targets.
Grant Flight and Dimension Door are b🐟oth situational, but when those situations arise, they can utterly trivialize certain challenges.
Other Wizard Subclass Options
Technically, you can respec any companion into whatever class you want, but it makes more sense to keep Gale as a wizard. That said, he doesn't have to be an Evocation wizard. There are benefits to respeccing Gale into a different wizard subclass, which we'll briefly discuss below.
School of Abjuration |
Abjuration wizards have damage mitigation that lets them perform a little more aggressively. This is a great class to consider multi-classing with fighter to create a spellsword. |
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School of Divination |
Portent can ensure your spells defeat armor class, or make sure your enemy loses against your save-or-suck spells. This is incredibly powerful to breeze through boss fights. Expert Divinatio🌱n eve♌n gives you daily mini-quests to refill your Portent dice. |
School of Transmutation |
You'll want to give Gale a bit more Wisdom and Medicine proficiency to get the most out of Experimental Alchemy, which can double your potion production. Transmuter's Stone can also hand out free damage resistances for tough fights. |

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Best Equipment For Gale - Early Game
Helmet |
Cape |
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Leather Helmet +1 to Dexterity saving throws. |
None N/A |
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Armor |
Amulet |
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Padded Armor +2 13 AC C💎lothing. You take two le🤪ss bludgeoning damage. |
Silver Pendant Cast Guidance once per long rest. |
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Gloves |
Ring #1 |
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Gloves of Missile Snaring Usin🦂g your reaction, reduce incoming rangꦜed weapon damage by 1d10. |
Ring Of Color Spray Cast Color S🐽pray at level🧸 one once per short rest. |
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Boots |
Ring #2 |
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Spiderstep Boots Can’t be enw🍬ebbed, and movement speed is not affected by webbed surfaces. |
Crusher's Ring Increase movement speed by 3m/10ft. |
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Main-Hand Weapon |
Off-Hand Weapon |
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Melf's First Staff Gain +1 to spell save DC and spell attack rolls. Cast Melf's Acid Arror once per long rest. |
Safeguard Shield +2 AC. Gain +1 to saving throws. |
There's not a lot of gear in Act One to enhance spellcasters, so the goal is to try and keep Gale as safe as possible. You should be able to achieve this equipment setup before the end of♊ Act One. Some ✱of these items might be better suited to your personal character, but many of these can go to Gale if no one else.
Leather Helmet and Padded Armor +2 are both available through vendors, but Leather Helmets come up often enough as random loot. Gloves of Missile Snaring provide a useful reaction ability for Gale, especially as he's far more likely to take ranged damage than anything else.
Silver Pendant offers an incredible cantrip: Guidance. If you don't have Shadowheart in your party, at least make sure Gale can cast this whenever it's needed. If Shadowheart is in your party, feel free to swap this amulet with something else.
Melf's First Staff isn't found until you're in the Underdark, so you'll likely be using a dagger or a regular quarterstaff until then. Safeguard Shield is available from the Druid Grove's blacksmith, and since Gale is a human, he's proficient in its use.

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Best Equipment For Gale - Late Game
Helmet |
Cape |
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Hood Of The Weave Gain +2 to spell save DC and spell attack rolls |
Cloak Of The Weave Gain +1 to spell save DC and spell attack rolls. Cast Absorb E൩lements once per🔯 short rest. |
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Armor |
Amulet |
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Robe of the Weave 12 AC Clothing. Gain +1 to spell save DC and spell attack rolls. Regain 1d6 hit points whenever you successfu♋lly succeed in a saving throw against a spell. |
Spellcrux Amulet Restore any expend♓ed spell s💙lot as a bonus action once per long rest. |
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Gloves |
Ring #1 |
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Quickspell Gloves Once per short rest, cantrips🐲 that would cost an action cost a bonus action instead. |
Ring Of Protection Gain +1 to AC and all saving throws. |
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Boots |
Ring #2 |
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Disintegrating Night Walkers Can’t be e⛎nwebbed, entangled, or ensnared and can’t slip on grease or ice. Cast Misty Step once per short rest. |
Ring Of Blink Cast Blink once per long rest. |
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Main-Hand Weapon |
Off-Hand Weapon |
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Markoheshkir Gain +1 to spell save DC and spell attack rolls. Arcane Battery: Once per long rest, the next spell cast doesn't cost a spell slot. Kereska's Favour. |
Ketheric's Shield +2 AC. Gain ♈+1 to spell save DC and spell attack rolls. Shield Bash. Advantage on Dexterity saving throws. |
As you progress through Baldur's Gate 3, you'll want to keep increasing Gale's spell save DC and spell attack rolls to ensure he can consistently deal damage against any and all targets. Hood of the Weave, Robe of the Weave, Cloak of the Weave, Ketheric's Shield, and Markoheshkir all provide bonuses that keep Gale's spells hitting and hitting hard.
If you can't get Markoheshkir or if you want your personal character to use it, the Staff of Spell Power provides most of the same benefits.
Everything else is to keep Gale safe while he casts spells. Ring of Protection, Ketheric's Shield, and Robe of the Weave all provide armor class, while Cloak of the Weave offers Absorb Elements to go alongside Shield as a defensive reaction. Ring of Blink and Disintigrating Night Walkers ensure Gale is never in danger of being cornered or stuck in difficult🥃▨ terrain.
Quickspell Gloves can turn Fire Bolt (or any other cantrip) into a bonus action, letting you double up damage with a more powerful spell.
Every wizard knows you can never have enough spell slots, which is why Spellcrux Amulet and Markoheshkir can both return a used spell slot once per short rest. Use them to effectively gain more level six spell slots.

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