So I just recorded a video with Nvidia Shadowplay of me blind soloing the trial of the naga in turn based mode with tactician/blood mage. It was 51 minutes long because I'm bad at turn based, and when I go to upload the video, it is black. The sound is there but no video. Which is rather irritating. You're just going to have to trust me that invisibility procs brilliant tactician.
But Berath's Challenge has to be on, and even then in turn-based it doesn't proc immediately. I was going to review the video to get an exact delay but can't do that now. I'm pretty sure it is 4 rounds though. So your potion of invisibility likely doesn't proc it because your alchemy isn't high enough for the effect to last that long. Arkemyr's Brilliant Departure lasts long enough, though you get way more mileage if you throw down a wall of draining the round before you use ABD. Then you skip 4 rounds, and you get 2 resources back on the first round and 1 every round after. It's less tedious in RTWP because you don't have to sit there and wait for the enemy to do nothing, you just run away and a little while later you get brilliant. Actually I'm not even sure there's a wait in RTWP....
There are some additional caveats, like you can't be damaging the enemy or have enacted abilities that CAN damage the enemy. This includes things as innocuous as a flame shield even if it isn't hurting the enemy at the moment. My experience with flame shield is you still proc one round of brilliant to restore 2 resources but then you lose the invisibility. Same is true if there's a DOT or a pulse spell like chill fog going off while you're invisible.
What I think's going on, and this makes sense why this only works with Berath, is the game gives you 4 rounds of invisibility before assuming you've "fled" and normally the battle ends. With Berath on, after those 4 rounds the battle doesn't end, and for some weird esoteric reason all enemies are considered flanked at that point as long as you're invisible.
You don't need to spam ABD like with an assassin though. I only used it twice in the trial of the naga fight, and didn't really need to use it the second, was just restoring my resources because I had Woedica on. It's good to use after the first time your resources are depleted, but by that point you should have a LOT of buffs and passive healing from Unbending. I was getting a couple hundred in healing per round by the first use of ABD, and 3/4 through the fight was healing more every round than I had in health. I could have used a potion of final stand and made it super easy mode, but reptilian blood is sort of limited, can probably make like 30 I'd guess? Maybe more, not sure, never really used them. You definitely want them for megabosses. Some people consider the trial of the naga fight very difficult but I think you have enough other tools you don't need it.
Also in turn based pay attention to when enemies are about to cast spells or use abilities because that's an easy free mule kick. You don't seem to get the discipline back when you just interrupt a melee attack, even if it says "interrupt" in the log. Seems like it has to be an active ability or spell. Charge is also useful as a movement ability and interrupts on hit, though is kind of expensive at 2 discipline and you just get back 1 on successful interrupt I think. But it hard stuns, so still a good ability.
Chill Fog is of course a great way to proc brilliant on smaller groups of enemies but sometimes you run into big groups where you'll need to stack several of them or they might be resistant to perception afflictions (one of the more rare resistances but it's out there). Also enemies weak to perception afflictions like one of the naga types in SSS get blinded by mule kicks which is pretty awesome. I mass blinded several of them since I was using citzal's spirit lance.
And carry around squid's grasp or kapana taga so you don't get flanked in the beginning of fights, then summon citzal's spirit lance when you have enough buffs up and resources restores that you don't really care if you get shaken/confused. Confused is easy to get rid of with Infuse Vital Essence. Shaken is a little harder but you can wear the cap of the laughingstock which is really good for a blood mage anyway (helps with wall of draining, it's counted towards something to drain on enemies because it's part buff part debuff), and/or upgrade to unbending shield instead of unbending trunk. Unbending shield gives resolute which is nice. And you get so many stacks of unbending I don't think the extra 8% in unbending trunk is worth losing resolute.
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And to answer your earlier post, wall of draining is probably better than salvation of time as a spell when you have only 1 or 2 of them to cast, but wall of draining is not better than FREE salvation of time. When you permanently steal a spell it is free to cast, forever. Definitely an abusive mechanic but fun. The way to steal a spell is kind of complicated. You need a grimoire with minor or major grimoire imprint (don't memorize it). Aloths' grimoire has minor imprint, easiest one to get. Arkemyr's Illuminating Discoveries and Jernaugh's Careful Calamities are two of the unique spellbooks that have Major Imprint. Anway you cast minor/major imprint from the grimoire against an enemy spellcaster. It rolls vs fortitude so it can be hard to hit, but a graze counts. The best way to do it is kite individual spellcasters and then you go imprint imprint / blood sacrifice to get them back, heal as necessary, repeat. When you get a spell you want just switch grimoires and it's now permanently in your grimoire if you didn't already have it memorized. So if you steal arcane veil for instance it just shows up in your level 2 casts and costs nothing to cast it. If you steal priest or druid spells they show up on the quick item bar and you do eventually run out of space, so you can steal as many wizard spells as you want but only like 12ish druid and priest spells before the bar goes off the end of the screen.
Taking minor grimoire imprints is fun IMO, Escape (priests of skaen have it) lets you zip around the battlefield. Major imprints are pretty gamebreaking when you have endless casts of salvation of time, barring death's door, and various damaging wizard spells. Although, because in turn based blood sacrifice is a free action, and most of the wizard spells you want to imprint are "free" casts, there isn't nearly as much of a difference as in RTWP. In turn based you effectively have infinite wizard spells as long as the blood sacrifice doesn't kill you, which it can't if you've used and extended a potion of final stand.
I minor imprint a bunch of spells in the biakara and beina encounters but it is pretty tedious getting them sometimes because the spell you get is chosen randomly from their spell list, so you could have to cast 50 times to get a spell you're looking for.
https://www.youtube.com/watch?v=8jyHx0W3zSM&list=PLkOCqAbkQHxwTJyCKvA_31wYyPWK_87VY&index=13
Oh and Disciplined Strikes >> Tactical Barrage in like 90% of cases IMO, mostly because 25% hit to crit is really strong on top of aware, and intelligence buffs aren't hard to find even if acute is. The wizard has Infuse with vital essence which has crazy long duration fit + smart, so in this case you definitely want strikes.
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One more thing, with practice I'm finding you don't even really need ABD in many fights. Nearly every enemy can be interrupted (one major exception, Dorudugan...) and with tactician interrupt restores discipline. You have to interrupt an ability or spell, standard weapon attacks don't count. So obviously there's mule kick which returns 1 making it free, but many wizard spells proc interrupts reliably. AOEs like Slicken are especially good. Chill Fog interrupts on crits, not as reliable, but has the benefit of sometimes proccing Brilliant Tactician as well. And Concelhaut's Crushing Doom is almost guaranteed to proc multiple interrupts. So you can blood sacrifice on the wizard side, using your insane healing from unbending (or potions of final stand) to restore tons of spells, and as long as you're casting spells like slicken, chill fog, CCD, and throwing an occasional wall of draining you're nearly invulnerable and renewing fighter resources pretty fast. Mule Kick and Charge are the only ones you'd really need to use anyway, and they cost 1 and 2 so it is pretty easy to use mule kick for most of your attacks once you figure out how to keep the interrupts up on the wizard side. The more I practice with tactician/blood mage the less I use ABD. It's good to use near the beginning of a fight when you've put up all your buffs and missing a lot of resources and don't have ton of unbending yet, but after that you'd rarely need it. I see it more as a panic button, for those times when you do manage to get near death without a potion of final stand, can ABD to escape and not only restore resources but fully heal you from unbending.
And you might want to chew svef. Gives resistance to intellect, perception, and resolve afflictions as well as a perception boost, which makes you immune to the worst aspects of tactical dilemma when you get flanked (when not immune to flanking from weapon) since confuse and shaken are tier 1 afflictions they get bumped down to nothing. To avoid the drug crash just use it in a fight with tons of enemies, and once you're basically unkillable just keep laying down walls of draining to extend the effect. It is pretty easy to get it to practically permanent duration. You can stack other drugs too but you have to be careful to watch for arcane dampeners, since there is a bug where arcane dampener correctly removes the drug bonus and correctly causes a drug crash, but incorrectly leaves the drug crash once arcane dampener ends and the drug effect resumes. You should be watching for arcane dampener anyway since it removes all your buffs. But it is easy to spot in turn based if someone is casting it, and in that case just go mule kick them.
Alternatively, wild orlan gives resistance to resolve afflictions (good race choice for stats also), and devil of caroc breastplate with mechanical mind gives resistance to intellect (also really good armor regardless). Take devil's due on DOCBP.