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The School of Illusion is a Wizard subclass in Baldur's Gate 3 (BG3). Check out our guide for how to unlock the School of Illusion subclass, its features, as well as the best build.
Wizard Subclasses Wizard Class Guide |
|||
---|---|---|---|
Abjuration | Conjuration | Divination | Enchantment |
Evocation | Illusion | Necromancy | Transmutation |
List of Contents
Subclass Overview | |
---|---|
School of Illusion You specialise in unravelling and restitching the fabric of reality to fool the unwary, the gullible, and the monstrous. |
|
Main Class | Wizard |
How to Unlock | Reach Wizard Level 2. |
Spellcasting Ability | Intelligence |
Starting Subclass Features | |
・Grants the Illusion Savant Passive. ・Grants access to the Improved Minor Illusion Spell. ・All Wizard Class Features and Proficiencies. |
Illusion Wizards use their spells to befuddle and confuse their foes. In combat, they cast illusions of themselves and of creatures, drawing in their opponents and leaving them open for attack.
The School of Illusion subclass will become available once your Wizard reaches Level 2. In order to earn EXP and level up in Baldur's Gate 3, players will need to complete quests, discover new areas, or defeat enemies they find in the world.
School of Illusion Features | |
---|---|
Illusion Savant | Improved Minor Illusion |
See Invisibility | Illusory Self |
▼ Subclass Level Progression Table ▼ |
Upon unlocking the Illusion subclass at Level 2, your Wizard will get the Illusion Savant passive. With this active, learning Illusion spells from spell scrolls will only cost 25 Gold per spell level.
Spell Level | Gold Cost |
---|---|
Level 1 | 25 Gold |
Level 2 | 50 Gold |
Level 3 | 75 Gold |
Level 4 | 100 Gold |
Level 5 | 125 Gold |
Level 6 | 150 Gold |
Once you choose the School of Illusion subclass at Level 2, you will gain access to an Improved Minor Illusion cantrip. Instead of using up an action to cast, this improved version only uses a Bonus Action.
In combat, this allows you to lure enemies into the illusion before letting loose with your AoE spells. This also means that you can setup for your teammates without forfeiting your regular action during a turn.
At Level 6, you get a class action called See Invisibilty. When cast, you receive an effect that allows you to see invisible creatures within a 9m radius. This effect will last until you take a Long Rest. Additionally, it can be refreshed by taking a Short Rest.
Once you hit Level 10, you gain the Illusory Self reaction. When attacked, you can react to create an illusion of yourself. The attacker will hit this illusion, causing them to miss but also dispelling the illusion. The Illusory Self reaction can only be used once per Short or Long Rest.
Level | Subclass Features Unlocked |
---|---|
Level 2 |
・Illusion Savant (Passive) ・Improved Minor Illusion (Action) |
Level 6 | ・See Invisibility (Action) |
Level 10 | ・Illusory Self (Reaction) |
Recommended Equipment | |
---|---|
Helm | Diadem of Arcane Synergy Dark Justiciar Helmet |
Armor | - |
Gloves | Quickspell Gloves |
Boots | Disintegrating Night Walkers |
Recommended Weapons | |
Melee | Staff of Spell Power |
Ranged | - |
Recommended Accessories | |
Amulet | Amulet of Misty Step |
Ring 1 | Shifting Corpus Ring Eversight Ring |
Ring 2 | Band of the Mystic Scoundrel |
Note: This build is subject to change as we're currently testing and searching for better gear in the game!
The items on this build are all scattered throughout all three acts. If you don't have them yet, it's best to buy a +1 equipment of the same type from a merchant until you get them.
Item | Type | Effect |
---|---|---|
Diadem of Arcane Synergy | Helmet | Synergetic Moments: When you inflict a condition, gain Arcane Synergy for 2 turns. |
The Diadem of Arcane Synergy can give Aracane Synergy for two turns when applying status conditions, allowing you to use your Intelligence modifier when hitting enemies with your melee attacks. This works well with Greater Invisibility strategies as it immediately allows you to gain the Arcane Synergy charges upon casting the spell on yourself.
How to Get the Diadem of Arcane Synergy
Item | Type | Effect |
---|---|---|
Dark Justiciar Helmet | Helmet | Magical Durability: The wielder has a +1 bonus to Saving throws against spells. Covert Critical: While obscured, the number you need to roll a Critical Hit while attacking is reduced by 1. This effect can stack. Constitution Saving Throws +1 |
The Dark Justiciar Helmet can serve as a great alternative as it can boost your critical rates when obscured. Wearing this along with the Eversight Ring allows you to use Fog Cloud on yourself without getting blinded and only getting the obscured status condition.
How to Get the Dark Justiciar Helmet
Item | Type | Effect |
---|---|---|
Quickspell Gloves | Gloves | Quickspell Finger: Cantrips that cost an action cost a bonus action instead. This effect can be used once per Short Rest. |
Using the Quickspell Gloves lets you use cantrips as bonus actions, allowing you to hit twice in one turn.
How to Get the Quickspell Gloves: Armor Guide
Item | Type | Effect |
---|---|---|
Disintegrating Night Walkers | Boots | Night Walker: Can't be Enwebbed, Entangled, or Ensnared and can't slip on grease or ice. |
Disintegrating Night Walkers grants you the ability to use a spell Misty Step as a class action. It also protects you several status conditions that targets your mobility such as getting Enwebbed, Entangled, or Ensnared.
How to Get Disintegrating Night Walkers
Item | Type | Effect |
---|---|---|
Staff of Spell Power | Quarterstaff | Arcane Enchantment: You gain a +1 bonus to Spell Save DC and spell attack rolls. Arcane Battery: Alleviate the arcane burden of spellcasting with the power of this staff. The next spell you cast doesn't cost a spell slot. Weapon Enchantment +2 |
Using the Staff of Spell Power can help you cast spells without using spell slots with its built-in Arcane Battery effect. Having this quarterstaff equipped can immensely help you save your spell slots during combat.
How to Get the Staff of Spell Power
Item | Type | Effect |
---|---|---|
Spellcrux Amulet | Amulet | Grants Spell Slot Restoration Class Action |
The Spellcrux Amulet can help you recover any missing spell slots with its Spell Slot Restoration feat.
How to Get the Spellcrux Amulet
Item | Type | Effect |
---|---|---|
Shifting Corpus Ring | Ring | Grants Invisibility Class Action |
Shifting Corpus Ring allows you to use Blur and Invisibility as Class Action spells. You can use this once in every long rest.
How to Get the Shifting Corpus Ring
Item | Type | Effect |
---|---|---|
Eversight Ring | Ring | Blind Immunity: The wearer cannot be blinded. |
The Eversight Ring can protect you from getting blinded by enemy attacks or traps.
Item | Type | Effect |
---|---|---|
Band of the Mystic Scoundrel | Ring | Illusion Quickening: After hitting a creature with a weapon attack, you can cast illusion or enchantment spells as a bonus action. |
The Band of Mystic Scoundrel grants you the ability to use Illusion Spells as bonus actions with the only condition of attacking enemies with only melee attacks. Make sure to use Greater Invisibility to freely hit enemies without being seen.
How to Get the Band of the Mystic Scoundrel
High Half-Elf Wizards greatly benefit from wide variety of cantrips that this race offers. You also gain the Fey Ancestry feature which prevents you from getting the Sleep and Charm status condition.
High Half-Elf Subrace Guide and Best Classes
Illusionists will greatly benefit from the the additional movement speed granted by the Wood Elf race. Consider picking this race if you're planning to take this subclass for your wizard.
Wood Elf Subrace Guide and Best Classes
Asmodeus Tiefling gives you extra protection to fire damage and burning terrains with the Hellish Resistance feat.
Asmodeus Tiefling Subrace Guide and Best Classes
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
8 | 14 | 15(+1) | 17(+2) | 10 | 10 |
As an Illusionist, focus on maximizing your Intelligence as this is the primary ability for all Wizards.
Illusionist Wizards will also benefit from having a decently high Constitution to prevent them from breaking their concentration spells during combat.
Ability Improvements can help you maximize your Intelligence further. Choose this if you want to add more damage output to your spells.
Ability Improvements Feat Guide and Effects
War Caster can help you improve your concentration. This is a good feat to have if you're planning to use spells that requires concentrations.
War Caster Feat Guide and Effects
The Magic Initiate: Druid lets you learn the spell Shillelagh. This allows you to inflict magic damage when using melee weapons and help you trigger the effects of Band of the Mystic Scoundrel if equipped. Using Shillelagh will also use your Intelligence modifier as well instead of Wisdom.
Magic Initiate: Druid Feat Guide and Effects
All Wizard Subclasses | |||||
---|---|---|---|---|---|
Abjuration | Conjuration | Divination | |||
Enchantment | Evocation | Illusion | |||
Necromancy | Transmutation |
School of Illusion Subclass Guide and Build
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