Now I would like to go through some gear recommendations to maximize the Magic Missile Build. Items are especially important as they take the build to the next level thanks to their unique effects.

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For the game to begin, you will want to obtain The Spellsparkler, as it will give a big boost to Magic Missile​ damage. This can be done easily at level 3.

Now, as the build progression is covered there are a few aspects and important decisions you will have to make throughout the game. These will decide your final score for abilities.

The hard part becomes remembering this and not forgetting to cast another spell to break the concentration. Overall, if you can do this setup, the damage boost is amazing.

Okay, here we do something unexpected, but I think necessary to get the most out of the build until level 10. You will lose prepared spells but will gain the all-powerful metamagic, which will lead you to level 10.

Here are the best spells that you could add for level 5. Overall, you will still use low-level spells due low amount of spell slots.

This is somewhat tedious and I did not use it much myself. Of course, if I knew a difficult encounter was coming, I would do this.

I think this is the most important mechanic to learn in Baldur's Gate 3 for caster. It is very easy to set up and can guarantee you easy wins for most encounters.

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Now the important part is that you only take utility cantrips, that do not deal damage. This is because Sorcerer uses Charisma as a spellcasting modifier, but we will be putting everything into Intelligence.

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This means that you get those spells that you do not learn leveling. Just wanted to tell you so that you would not be surprised in case the spells are talked about and I did not suggest taking it.

This is a good thing as you can change them based on the situation outside of combat. For example, you will be fighting enemies that are weak to Fire. Just add Fireball​ or Wall of Fire​. Fighting a large group of enemies, maybe include Glyph of Warding​ or Confusion​ to disable them.

The build can become effective very early on. The spell you need is learned at level 1. However, it will be somewhat weak and require some optimizations as you play the game. However, as you progress more and more items will supplement the Magic Missiles.

Multiclassing is a unique mechanic that allows taking a second, third, etc. class to gain its unique features. So for this build, you will be able to scribe spells and get sorcerer features for the time being.

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Overall, the skills should be impacted by your roleplaying and background decisions. However, you would still want those that will give you the best benefits. My recommendations are to pick those at which you have a high ability modifier and these are Intelligence-related.

Once there go to the second floor, unlock the locked door, and look for Clasped Book. Interacting with it will open a portal. You will need to enter the secret Vault, where you obtain Red Knight's Final Stratagem. After reading it you will get Scroll of Artistry of War. Do not use it, but scribe it with Wizard.

This special mechanic in Baldur's Gate 3 allows you to consume tadpoles and unlock special Illithid Powers. These range from somewhat useful, to extremely deadly. I would like to leave a few recommendations:

The build will require multiple respecs so bear that in mind. The main reason is that for 10 levels evocation wizard does not have anything special compared to Divination.

From the start, the Wizard can choose 6 spells. This does not mean you will use them all, but they will be added to the spellbook that you can use to prepare spells.

Sorcerers get access to unique actions - metamagic. They allow to consumption of sorcery points to enhance spellcasting. New metamagic options will be unlocked as we level up as you have more and more Sorcery Points. Choose two:

This is a unique consumable resource for Sorcerers. These can be used for multiple use cases, that improve what the spellcaster can do:

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And here I come again with more decisions. Here you can again multiclass into different classes, or continue with Wizard. Overall, this will not make a huge difference in the grand scheme of Magic Missile Build.

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These are general consumables, and most of them are activated for a few turns. Potions are separate from Elixirs and can be active together.

This is the last act of the game, where you will get access to the most powerful items. To get them as early as possible you will need some planning, but overall, it should not be a problem.

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Curriculum of Strategy: Artistry of War​ is an upgraded version of Magic Missiles, that only Wizard can learn. It is accessed through Sorcerous Sundries in Lower City, Act 3.

These are the last two spells that you can pick. You will probably have everything learned by this time that you need. So just take anything:

This is another powerful tool in Sorcerer's arsenal. It needs Sorcery points to work and consumes them for unique effects:

The second stage after you learn or scribe spells is that you can then "prepare" them. This means that you have a limited amount of spells active at a time.

Okay, here we will do a respec again. We will throw out the Sorcerer and get the Evocation Wizard to finally activate Magic Missiles

Backgrounds are mostly for role-playing and you can pick whatever you prefer. If you want to optimize, then it would be good to pick backgrounds that are based on your ability points of Intelligence.

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With the Boots of Arcane Bolstering, you can further boost your magic Magic Missile​ damage. This is in a sense somewhat easy and hard. It's easy because you only need to activate one level 1 spell and use a bonus action to Dash.

Besides the spells that you picked, here are a few more that I recommend scribing to get access as soon as possible. You will also get two more spells at level 12.

Once the enemy is wet, they will become vulnerable to Ice and Lightning damage. This means you deal double the amount. After this follow up with your favorite spell - Chain Lightning, Lightning Bolt, Cone of Cold, etc.

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This is where you will have left the tutorial area, and will start exploring the world. From the get-go, Wizard gets its subclass

Of course, being a Wizard allows you to scribe spells and you can learn a lot of them. Then you can choose the ones you need based on the situation at hand. So this does not limit you to just spamming Magic Missile. You can also cast control spells like Confusion, Hypnotic Pattern, etc.

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The subclass does not matter much as we will not reach a high level with Sorcerer. For this reason, just take it for first-level features. I would recommend either Storm Sorcery or Draconic Bloodline. For this build, I will go with Storm Sorcery due to its bonus mobility.

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Here is the detailed progression for the Magic Missile build to get you started. You can use it as a guideline because early games can be daunting and overwhelming. Later on, once you get a feel for the class you can start picking your options

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Now let's take a look at the abilities of the Magic Missile build. Correct allocation will allow you to maximize the early gameplay and get good modifier bonuses.

This is the final level of Magic Missile Build, overall you should have everything covered by now, so it is only minor optimizations.

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Here is a concise table with all the main picks during your leveling progression. For more detailed reasoning, I go further in the article. Also, do not forget to check the recommended gear as it is crucial.

This section covers the creation screen and what would go into the best Races, Abilities, and Skills for the Magic Missile build. Some of these choices are impactful as you cannot respec them.

That is not all, you get the unique Empowered Evocation​ feature, that will empower spells with a bonus spellcasting modifier. This is what makes Magic Missile​ deadly in the late game. Moreover, even area-of-effect spells like Lightning Bolt, and Fireball​ will prove deadly in the end game.

In this section, I would like to dive deep into how to play the Magic Missile Build. This will help you utilize it to the fullest and correctly use various actions and spells throughout the game.

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Unfortunately, only one Elixir can be active at a time. However, the good thing is that they last until a long rest, making them very useful and economical.

Picking a race provides various benefits - abilities, dialogue options, looks, etc. Also, keep in mind whether your picked race has Shield proficiency as this can improve survivability, especially in the early game.

One important aspect is that any spell scrolls you find can be learned. This consumes a scroll and some additional gold. As a result, the spell is added to the spellbook:

Want to take damage even further? Then you can utilize your group members, usually clerics to go close to the enemies and activate Phalar Aluve: Shriek. Each Magic Missile​ will deal a bonus 1d4 thunder damage, increasing damage output even further.

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For the guide's simplicity, I will be going with Wizard. Taking the other two may be better for damage, but at this stage the build already destroys enemies, and going first with Alert​ just emphasizes that.

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Although the build goal is Evocation Wizard, it only becomes effective at level 10. For this reason, it is better to Divination until then. Of course, if you are interested in the Sculpt Spells​ feature, then you can start with Evocation from level 2.

Thank you for reading the Magic Missile build for Baldur's Gate 3. It is a unique setup that exploits two spells, similar to homing missiles - which never miss. The build uses Wizard class due to Empowered Evocation​. The post should help you with correct leveling setup and gear pickups.

This is the last improvement to do to maximize your Magic Missile​ damage. In Act 3 you can obtain Amulet of Elemental Torment. With it, you can further add 1d4 fire damage to each missile.

The Magic Missile Build comes online at about level 10. This is when you get Empowered Evocation​. As a Wizard you can cast various damage and control spells, but I will mainly emphasize Magic Missile​ usage:

There are a few variations that the build could be changed about. I think it is more for advanced players who are likely doing some deeper optimizations.

You should already have all the cantrips you need, so pick the one that you do not have access to yet. Just avoid True Strike.