Contents
- Who is Gale in Baldur’s Gate 3?
- Gale’s Starting Stats and Class Features
- Best Subclass for Gale: School of Evocation
- Level Progression Guide
- Levels 1-4: Building the Foundation
- Levels 5-8: Expanding Arsenal
- Levels 9-12: Achieving Mastery
- Essential Spells for Gale
- Equipment Recommendations
- Combat Strategy and Tips
- Gale’s Arcane Hunger
In the vast and immersive world of Baldur’s Gate 3, few companions offer the sheer magical versatility and devastating arcane potential as Gale of Waterdeep, the wizard prodigy with a troubled past and a literal ticking time bomb in his chest. This comprehensive Baldur’s Gate Gale Build guide will transform this squishy spellcaster into a formidable force on your adventure through the Forgotten Realms. Whether you’re recruiting him as a companion or choosing to play as Gale in your origin character playthrough, understanding how to optimize this wizard’s extraordinary arcane abilities is essential for maximizing your party’s effectiveness. With the right spell selection, equipment choices, and tactical approach, Gale can evolve from a liability in early combat encounters to become an unmatched area-of-effect damage dealer capable of turning the tide of battle with a single devastating spell. As we explore the depths of wizard optimization in BG3, you’ll discover how to harness the full potential of evocation magic while keeping Gale’s unique arcane hunger satisfied throughout your journey.
Who is Gale in Baldur’s Gate 3?
Gale Dekarios, or “Gale of Waterdeep” as he prefers to be called, is a Human Wizard companion with a fascinating backstory. Once a Chosen of Mystra (the goddess of magic), Gale’s ambition led him to disaster when he attempted to recover a magical tome containing Netherese magic to prove himself worthy to his divine lover. This backfired spectacularly, resulting in a Netherese Destruction Orb becoming embedded in his chest. This orb requires regular feeding of magical artifacts to remain stable – fail to do this, and Gale will suffer increasingly severe penalties, ultimately resulting in a catastrophic explosion if neglected entirely.
Beyond his unique condition, Gale is a kind and compassionate character with a wide range of spells at his disposal. His background as a wizard prodigy makes him particularly suited to the arcane arts, and his personal quest revolves around managing his condition while potentially rekindling his relationship with Mystra.
Gale’s Starting Stats and Class Features
When you first recruit Gale, he comes with the following ability scores:
- STR: 8
- DEX: 13
- CON: 15
- INT: 17
- WIS: 10
- CHA: 12
As a Wizard, Gale has access to Arcane Recovery, allowing him to restore some spell slots without needing to take a long rest. This feature helps maximize his spell output throughout adventuring days. Additionally, Wizards have the unique ability to learn spells from scrolls they discover, dramatically expanding their magical repertoire beyond what other spellcasters can access.
Best Subclass for Gale: School of Evocation
The overwhelming consensus across guides is that the School of Evocation subclass is optimal for Gale. At level 2, this subclass provides the crucial “Sculpt Spells” feature, which prevents your area-of-effect evocation spells from harming allies. This is a game-changer that allows Gale to unleash devastating spells like Fireball and Lightning Bolt without worrying about friendly fire.
At level 6, Evocation Wizards gain “Potent Cantrip,” ensuring cantrips like Acid Splash deal at least half damage even when enemies successfully save against them. By level 10, the “Empowered Evocation” feature automatically adds Gale’s Intelligence modifier to the damage of all evocation spells, significantly boosting damage output, especially for multi-hit spells like Magic Missile and Scorching Ray.
Level Progression Guide
Levels 1-4: Building the Foundation
At level 1, focus on essential cantrips like Fire Bolt for reliable damage, plus utility options like Mage Hand. For first-level spells, Magic Missile provides guaranteed damage, while Shield and Mage Armor offer crucial protection.
When reaching level 2, select the Evocation School subclass to gain the Sculpt Spells feature. For level 2 spells, prioritize Misty Step for mobility and Scorching Ray for damage output.
At level 4, consider taking the Alert feat to improve initiative, allowing Gale to cast powerful spells before enemies can act. Alternatively, boost Intelligence to improve spell effectiveness.
Levels 5-8: Expanding Arsenal
Level 5 brings access to game-changing third-level spells like Fireball and Lightning Bolt – absolute must-haves for an evocation wizard. Counterspell is also valuable for shutting down enemy spellcasters.
Level 6 grants the Potent Cantrip feature, making your cantrips more reliable even against high-saving enemies. Consider diversifying your spell selection to handle different damage resistances and immunities.
Levels 9-12: Achieving Mastery
By level 10, Gale gains Empowered Evocation, significantly boosting his damage output on all evocation spells.
At level 11, sixth-level spells become available, with options like Otiluke’s Freezing Sphere and Chain Lightning providing powerful area damage options.
When reaching level 12, maximize Intelligence to 20 if not already achieved, perfecting Gale’s spellcasting ability.
Essential Spells for Gale
Cantrips
- Fire Bolt: Your primary damage cantrip
- Ray of Frost: Adds a slowing effect to targets
- Acid Splash: Can hit multiple targets
- Mage Hand: Invaluable utility
Level 1 Spells
- Magic Missile: Guaranteed damage with no saving throw
- Shield: Reaction to boost AC against attacks
- Mage Armor: Increases base AC for extended periods
- Sleep: Excellent crowd control at lower levels
Level 2 Spells
- Misty Step: Bonus action teleportation for repositioning
- Scorching Ray: Multiple attack rolls for concentrated damage
- Blur: Makes enemies attack with disadvantage, improving survivability13
Level 3 Spells
- Fireball: The quintessential area damage spell
- Lightning Bolt: Linear area damage, perfect for corridors
- Counterspell: Shut down enemy spellcasters
Higher Level Spells
- Ice Storm (4th): Area damage plus difficult terrain
- Cone of Cold (5th): Wide area frost damage
- Chain Lightning (6th): Hit multiple targets with lightning
Equipment Recommendations
Weapons
The Spellsparkler staff is excellent for Gale as it gives him Lightning Charges when casting spells, adding bonus damage to subsequent spells.
Armor
Since Gale can only wear light armor, The Protecty Sparkswall is recommended for its +1 to AC and Saving Throws when he has Lightning Charges.
Accessories
For gloves, either Luminous Gloves or Gloves of Belligerent Skies are recommended. The former creates stacks of Radiating Orb (reducing enemy hit chance), while the latter applies Reverberation (penalizing enemy saving throws).
The Necklace of Elemental Augmentation allows Gale to add his Intelligence modifier to cantrip damage, stacking with Empowered Evocation for impressive results.
For rings, the Callous Glow Ring adds radiant damage to attacks against illuminated enemies, while the Coration Ring adds stacks of Radiating Orb when dealing spell damage near light sources13.
Combat Strategy and Tips
- Positioning is Key: Wizards like Gale have low AC and hit points, so keep him at a safe distance from melee enemies.
- Buff Before Battle: Cast Mage Armor after every long rest and consider False Life before tough encounters.
- Use Misty Step for Repositioning: This bonus action spell allows Gale to teleport out of danger or to a better vantage point for his area spells.
- Target Enemy Weaknesses: Learn which damage types enemies are vulnerable to and prepare appropriate spells.
- Feed the Hunger: Remember to regularly feed magical items to Gale to prevent his arcane hunger from worsening.
- Learn from Scrolls: Whenever you find spell scrolls, have Gale learn them to expand his spellbook.
Gale’s Arcane Hunger
One unique aspect of playing with Gale is managing his Netherese orb. You’ll need to periodically feed magical items to Gale to prevent his condition from worsening. If you fail to do this:
- First stage: Disadvantage on Constitution saving throws
- Second stage: Disadvantage on all attack rolls and saving throws
- Third stage: Movement speed halved along with previous penalties
If left unfed after the third stage, Gale’s orb will explode, resulting in a game over. Always keep some magical items in reserve to satiate his hunger when needed.