8 Secret Spell Interactions in Baldur's Gate 3

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first up is a hidden interaction with feign death feign death is a level 3 necromancy spell learned at level 5. this spell allows spellcasters to put their allies into a magical protective coma feigning death so it can only be used on allies however this spell can surprisingly be used on a merchant after you reach 100 attitude with them to steal all their stuff by using the barter feature you can give a ton of gold to a merchant to max out their attitude with you very quickly once you do that you can now cast feign death on them because for some reason they are now considered an ally once you do that you can pickpocket them and get all your stuff back plus all of their stuff now a few things to be careful with this is that you'll need to have the character casting feign death to be the one initiating conversation and donating your goods to increase attitude also because you need to be stealth to pickpocket you may need to also cast fog in the area in case other NPCs are around and third be mindful of feign death's duration it only lasts 10 turns so don't go too crazy with the pickpocketing because if your target comes out of vain death and you're still pickpocketing them you'll have a fight on your hands now I love this trick because it's really almost an infinite money glitch allowing you to steal everything from every single Merchant you come across and if you like that tip don't forget to click that like button and subscribe for more Baldur's gay three videos coming in at number two is Dancing Lights Dancing Lights is an evocation can trip it creates magical orbs of light that brighten an area but it can also be used on vents to block them and completely disable the trap now I'm not sure how lights can block a vent but somehow it works Dancing Lights requires concentration so be sure to move to a safe location Before You cast your next concentration spell because the vent is going to be activated again coming in at number three we have fire surface now there are a number of ways to create a fire surface which does 1d4 damage per turn which is not a lot but a hidden use of a fire surface is that it actually deals damage to potions when they are dropped and that will create a healing Mist to heal now this is in incredibly powerful because dropping or moving items during battle doesn't cost an action which means you can heal an infinite number of times in battle as long as you are standing on any fire or item damaging surface just open up your inventory drop a potion and if it goes into the fire surface you can just walk into that mist or drag it right under your character who's standing on a fire surface and that's going to heal them then you can do this over and over and over an infinite number of times this is a great way to turn a burning surface an enemy put on you into an advantage instead of a disadvantage and frankly it's pretty overpowered if you have a lot of healing potions just be sure to split your stacks and drop them one by one all right coming in at number four we have chromatic orb chromatic orb hurls a sphere that deals damage and creates a surface on impact you can also choose to create several different types of surfaces from acid to ice to Fire and so on but when you choose chromatic orb lightning you get both a lightning surface but also water along with it you actually get an electrified water surface so it's almost like an upgraded create or destroy water that deals damage and creates an electrified water surface and then once that electricity Fades you're left behind with a water surface so a little bit of extra stuff that you get from chromatic orb lightning coming in at number five we have Cloud kill darkness and fog Cloud these three spells interact interestingly with each other Cloud kills a level 5 Conjuration Spell learned at level 9 by Sorcerers Wizards and Druids casting it creates a large Cloud that inflicts 5d8 poison damage per turn and you can reposition the cloud each turn the spell requires concentration and heavily obscures everything within it of course this spell can be removed by spells like gust of wind but surprisingly fog cloud and darkness also clear the effect not only that but these two spells prevent Cloud Kill from affecting the area they are placed even if Cloud kill is cast second it won't replace fog or Darkness however fog and darkness can replace each other in both removed Cloud kills so in a way fog cloud and darkness serve as an anti-cloud Kill Zone protecting everybody inside from that spell however what's the point of safety if you're blind while this works especially well with Devil's sight a level 2 warlock class feature known as an Eldritch invocation Devil's site allows you to see normally in darkness both magical and non-magical to a distance of 24 meters so with this a warlock can protect themselves from cloud kill but also enjoy the effect of Darkness preventing ranged attacks into or out of that zone and since you only need to be a level 2 warlock this opens up a lot of possibilities for multi-classing also attacking out of the darkness grants attacking from the Shadows which gives Advantage pair this with other Eldritch invocations like repelling blast to knock the target back and you have an incredibly powerful combo AI seem to avoid going into darkness in the first place and if they do go into it you can just knock them back out set up a mind Sanctuary inside and you've got two Eldritch blasts per turn to knock away your enemies really strong combo and coming in at number six is Eldritch blast this can trip shoots a beam of crackling energy dealing one d10 force damage to a Target and is probably one of the strongest can trips in the game because of the strange interactions it has when paired with another Eldritch invocation called agonizing blast this feature adds your charisma modifier to Eldritch blast's damage it's actually overpowered because if you get a weapon like the spell sparkler which generates lightning charges and eventually adds 1d8 lightning damage to your spell that 1d8 also gets your charisma modifier added and similar effects like spell Mite gloves which give you an added 1d8 damage to your spells will also get your charisma modifier added to that damage too so Eldritch blast can get pretty crazy if you get a lot of spells that add damage to it coming out at number 7 we have good Barry goodberry is a level one spell from the transmutation school that conjures four magical berries into your inventory restoring 1d4 hit points each while this spell may not be as game changing as other spells good berries can actually also be used as camp supplies these berries offer one camp supply each and the spell can be upcast for no additional bonus but this means that once you're higher level and have more spell slots you can actually create enough good berries to full rest using entirely good berries and actually have some left over this means that if you have the patience you can actually have infinite camp supplies because you get more spell slots back from long rests to make more good berries than you use each day so once you reach a certain level you're sat on camp supplies and then finally at number eight we have guidance I love this ability guidance adds 1d4 to any ability check I'm sure you're using it in dialogue situations but outside of dialogue rolls you can also use guidance in a ton of situations for example before entering a room for perception checks before walking along the beach for survival checks to find mounds of dirt to dig or even when you're looking at statues you might roll a history or religion ability check to move the statue in the githianki crash to reveal a hidden door you need to pass a pretty difficult Athletics check and all of these situations guidance can help that last example Greece works even better but guidance is probably the spell that is used most during dialogue but probably the most underused outside of combat while it can be annoying to constantly reapply keeping this on you whenever you enter a new area or anticipate a skill check will certainly help you succeed more roles As You Adventure however it's important to understand that guidance does not improve your saving throws for example if you put on a whispering mask to reveal the second illusory door in Auntie Ethel's Lair you'll need to pass a wisdom saving throw to prevent being controlled by it casting guidance doesn't actually help with this role and you'd instead be better off using a spell like protection from evil and good or just putting the mask on a high wisdom character so guidance isn't the sort of end-all be-all best spell but it's incredibly helpful for passing ability checks and there are quite a lot that you'll run into thanks so much for watching and I'll see you next time
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Channel: Toyhouze
Views: 358,608
Rating: undefined out of 5
Keywords: toyhouze, darkvision, eldritch invocation, cloudkill, fog cloud, darkness, eldritch blast, feign death, baldurs gate, baldurs gate 3, baldur's gate, bg3, secret spell interactions, hidden spell interactions, goodberry, guidance, protection from evil and good, dancing lights, chromatic orb, healing potion, exploit, trick, tip, guide, fire surface, gas vent, gold making, bg3 secrets, baldurs gate secrets, evocation cantrip, cantrip, best, chromatic orb lightning
Id: 75hI_ORoCM0
Channel Id: undefined
Length: 8min 1sec (481 seconds)
Published: Mon Sep 18 2023
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