Wizards are the iconic fantasy class, and Baldur’s Gate 3 offers a chance for anyone to live out their spellcasting dreams with eight different subclasses to choose from. Rather than getting their power from bloodlines or deals with otherworldly entities, wizards study for years to hone their arcane talents. To elevate them to the level of Elminster, talented magic users should have the best gear possible.
With their ability to learn almost any spell in Baldur’s Gate 3 from spell scrolls, wizards have no shortage of options for magic at their fingertips. With that in mind, the best equipment for them are ones that help bolster their spell-save DCs, increase damage, or offer a little more protection. So, whether playing as the renowned Gale of Waterdeep or a custom wizard, there are a few items in all acts of BG3 the party should seek out.
17
Incandescent Staff – Very Rare Quarterstaff
Can be Purchased At The Last Light Inn
As an Act Two pickup, the
Incandescent Staff isn’t as big of a power boost as some of Act One’s best items or as effective for endgame builds as Act Three rewards. For the mid-game, though, it’s an undeniably solid option, largely thanks to the extra cast of fireball once per long rest. In encounters with plenty of enemies, a single well-placed fireball can easily turn the tides.
On top of the free fireball, the Incandescent Staff allows the bearer to cast fire bolt as a cantrip and grants resistance to fire damage. More broadly, it packs in a solid +1 boost to ranged spell attacks. If you want to set the battlefield aflame, this one could be a huge boon to any Baldur’s Gate 3 wizard.
16
Ring Of Protection – Rare Ring
Can Be Rewarded In Act 1 By Mol
Many may miss the
Ring of Protection during a playthrough unless they are feeling particularly naughty, as Mol rewards the rare item if the Idol of Silvanus is stolen from the Druid Grove. While wearing this ring, the wizard can enjoy a +1 boost to both armor class and saving throws. It’s best to wait until the druids have stopped the Rite of Thorns before stealing the idol, or all the druids will become hostile and slaughter the tieflings. Investigating Kagha in Act One and then stealthily stealing it will allow the most peaceful resolution.
15
Hat Of The Sharp Caster – Rare Helmet
Can be Purchased In Act 3 From Tara On Devil’s Fee Roof
There is nothing worse than using a spell in combat and only rolling the minimum damage on the dice. The Hat of the Sharp Caster is great as it can stop this disappointment for any spells that require an attack roll, such as
Fire Bolt or
Witch Bolt. While wearing this stylish hat, any ones or twos on the damaged dice will be rerolled once the new results are taken.
|
Name |
Feature |
|---|---|
|
Hat of the Sharp Caster |
When a 1 or 2 is rolled on the damage die for a spell attack, that dice is rerolled once. |
This hat can be bought from Tara when she is on the roof of the Devil’s Fee in exchange for fish.
Tara will start selling magic items to the party if Gale speaks to her during “Find the Missing Letters.” She will appear on various rooftops and sell a single magic item each time. Once the item has been bought and the party has rested for a long time, Tara will move to a new roof.
14
Staff Of Arcane Blessing – Uncommon Quarterstaff
Can Be Found In Act 1 On The Top Floor Of The Arcane Tower
The
Staff Of Arcane Blessing is a brilliant staff for any spellcaster that can be found in the secret basement of the Arcane Tower in the Underdark. This staff allows the wielder to cast
Bless at first level once per long rest to give three targets an extra 1d4 bonus to attack rolls and saving throws. Targets affected by the staff’s bless will also gain Mystra’s Blessing, for an extra 1d4 for spell attack rolls, increasing the chances of landing a hit significantly.
13
Boots Of Striding – Uncommon Boots
Can Be Looted From Minthara
Concentration is a wizard’s best friend, and the Boots of Striding offer some nice perks to make it a bit more pleasant. Whenever the wearer casts a spell that requires concentration, they gain Momentum for one turn, giving them a boost of speed on the battlefield. A +1 to Athletics also increases their physical prowess across the board, which is particularly useful in a game with as much shoving as Baldur’s Gate 3.
Speaking of shoving, the Boots of Striding prevent the user from being knocked Prone or forcibly moved while concentrating. This makes it a lot easier for Wizards to stay on their feet, potentially preventing enemies from interrupting strategies and making battle plans fall apart.
12
Icebite Robe – Rare Clothing
Can Be Found In Act 2 In Reithwin Graveyard
While wizards can learn many spells in BG3, there are some that they don’t have access to without multiclassing or choosing particular feats for the wizard. The
Icebite Robe gives its wearer resistance to cold damage and allows
Armour of Agathys to be cast at level three once per long rest. This great spell grants temporary hit points and deals cold damage to any enemy that lands a melee attack. The robe can be found inside a sarcophagus in a small mausoleum directly north of where Arabella can be found in Reithwin Graveyard.
11
Robe Of Supreme Defences – Very Rare Clothing
Can Be Purchased In Act 3 From Ferg Drogher
The Robe of Supreme Defences are fantastic robes for any spellcaster and are an excellent item for sorcerers or wizards. While wearing it and concentrating on a spell, the wizard will gain a +1 to AC and be able to add their spellcasting modifier to their saving throws, which is especially helpful for making concentration checks.
|
Name |
Feature |
|---|---|
|
Robe of Supreme Defences |
+1 bonus to AC and add spellcasting modifier to saving throws while concentrating. |
The robe can be bought from Ferg Drogher’s special stock, which is located in Rivington close to the barn.
10
Shelter Of Athkatla – Rare Clothing
Can Be Looted In Act 3 From Lorroakan
The
Shelter of Athkatla is an excellent piece of clothing that can be looted from Lorroakan after defeating him during the quest “Find the Nightsong.” Wearing this robe will grant advantage on saving throws against spells such as
Blightor
Hold Person. The robe also gives the ability to cast
Mirror Image at level two once per long rest, which is a brilliant spell. Lasting for 10 turns or until all the duplicates are gone, the spell creates illusory copies of the caster, with each duplicate increasing the caster’s AC by 3.
9
Helldusk Gloves – Very Rare Gloves
Can Be Looted In Act 3 From Haarlep
Part of the Helldusk Armor set, the
Helldusk Gloves are a perfect choice for a wizard. The gloves give the wearer a +1 bonus to spell attack rolls, spell save DC, weapon and unarmed attack rolls, and Strength saving throws. Any weapon attacks will deal an extra 1d6 fire damage, while unarmed attacks will deal 1d6 additional necrotic damage with the change to inflict bleeding. Finally, once per short rest, the gloves allow rays of fire to be cast as a cantrip, which sends out three rays that deal 3d6 fire damage each.
8
Psychic Spark – Uncommon Amulet
Can Be Purchased In Act 1 From Blurg
Psychic Spark is one of those items that, at first, doesn’t seem to do much but can have a big impact during a fight. Firstly, it lets
Magic Missile be cast once per long rest at first level. However, the amulet’s Psychic Missiles feature is the best part, as it adds one extra dart whenever a magic missile is cast from any source. This amulet was crucial when I was fighting Orin, as it burnt through her Unstoppable Charges in one turn, as the darts were guaranteed to hit, and it let my party beat Orin quickly.