ALL Conjuration Spells and Summons In Baldur's Gate 3!

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whether you want to summon an angel or a kitty maybe a stinking cloud or two teleportation portals there's a lot to break down here so let's get into it hey guys Omaha here today I'm going over all of the conjuration spells and summons in balers Gate 3 first to start off our can trips we have acid Splash this does 1 to six acid damage through a bubble of acid that damages each creature it hits so this is 1d6 acid damage at level five it'll add another damage die going up to 2d6 or 2 to 12 and then once you hit Level 10 it'll add another die of damage going up to 3 to 18 acid damage next up we have poison spray this does 1 to 12 poison damage project a puff of noxious gas just like other damage en canant trips this gains another damage die at level five bringing it to 2 to 24 damage and then at level 10 a third di of damage bringing it to 3 to 36 poison damage those skeletons are immune to poison damage so I'm going use on this guy next up we have Mage hand create a spectral hand that can manipulate and interact with objects it's going to last 10 turns and it recharges once per short rest so the Mage hand is incredibly useful both in and out of combat so since he has the ability to fly and having the ability to interact with environmental objects including levers he's great at activating levers that are Out Of Reach for some of your characters also he can go into small cracks or Burrows that normally would require a smaller creature to go through and then probably the most useful thing outside of combat is the ability to disarm traps so this is probably the safest way that I can think of to this arms traps in the game now in combat he does have his unarmed strike which does one damage it's not really useful but it's that he has the fly throw shove hide and then you can dismiss him being able to throw things can get pretty creative with that you can throw bombs you can drop potions before a fight and then throw them in combat to heal party members Alchemist fire and then in combat you have the ability to shove so obviously you can throw somebody down into a hole and then again with throw you could possibly throw enemies or even throw environmental objects like a shovel and for our last can trip we have produce flame a flame in your hand sheds a light in a 30ft radius and Deals 1 to eight fire damage when thrown throwing the flame immediately after you conjure it does not cost an action extinguishing or throwing it on subsequent turns does cost an action so this light will last until a long rest so it illuminates an area around you so upon producing the flame you'll get two more actions over here on the right there's produce flame dismiss where you can use an action to dismiss the flame in your hand and then there's produced flame hurl that does 1 to eight fire damage to start with at level five that'll go up to 2 to 16 and then at level 10 it'll go up to 3 to 24 fire damage hurl the conjured flame in your hand at a Target and let it Sizzle out and again like I stated before if you produce the flame on your turn in combat you can use produced flame hurl in the same turn without using an action start off our level one spells we have arms of Hadar this does 2 to 12 necrotic damage prevent targets from using reactions for one turn on a save they'll still take half damage but they're still able to use the reactions upcasting the spell is going to add 1 to six necrotic damage per level as a warlock you can't really upcast because it does does it for you but here at level five you'll be doing 6 to 36 necrotic damage so here normally if I run past this guy it would provoke attack of opportunity cuz that's a reaction here I'll cast the level one version of arms of Adar so all three were affected and now I can move past them freely next up we have an snaring strike and this takes your weapon damage initially your attack summons thorny vines that possibly and snare your target for 10 turns so in snared they cannot move and they take 1 to six piercing damage per turn attack rolls against the creature have Advantage so to roll two dice and use the higher value while the creatures attack rolls and dexterity saving throws have disadvantage rolling two dice and using the lower value this is removed when the creature is helped so in snaring strike we'll have two different versions one for ranged and it takes your bow damage so 4 to9 from my short bow here and then there's an ins snaring strike melee which is the same effect but it's with your melee weapon damage and its melee range both of these when upcast will add 1 to six piercing damage per level so here at level three the ins snare effect will do 3 to 18 damage per turn the Spell's also going to use an action as well as a bonus action and it's a concent ation spell so you can only have one of these active at a time and when you take damage there's a chance that your concentration will be broken ending this effect so here's the ranged version so now he's ins snared for 10 turns I go ahead and end my turn here there took five piercing damage on his turn and then here's the melee version of it and then if I wanted to make a melee attack on him I would have advantage on that as well next up we have entangle create a Vine surface slowing down creatures possibly entangling them the Twisted vines that you create on the ground will last for 10 turns and when entangled The Entity cannot move attack rolls against it have advantage while its attack rolls and dexterity saving throws have disadvantage and upcasting the spell won't Grant any additional benefits so there's a twisted Vines this is also a concentration spell so now he's entangled and he's not going to be able to move next up is find familiar summon a familiar a face spirit that takes an animal form of your choosing this can be used once per short rest and it's a ritual spell so it's not going to use a spell slot if you use it outside of combat so upon clicking on it you'll notice there's six different actions six different animals that you can summon first up is the cat and it's a permanent summon unless it gets killed upcasting any of these will not Grant any additional benefits here are the stats for the cat it has claws that do two damage it's got a dash a hide jump disengage and then it can meow to attract enemies nearby so the meow can be used to attract enemies to a certain area if you want to sneak past them or if you want to group them up for an AOE spell see all these guys within range will come and investigate and then I can just throw like a fireball on them or I want to sneak past they could just sneak around next up is the crab that can slow enemies with its crippling pinch this say two to five piercing and slashing damage attack a creatures feet and inflict pinched so they'll take two damage at the beginning of each turn and their movement speed will be reduced by 10 ft that's for two turns so here's his pinch attack critical hit and he was pinched so he'll take damage on the start of his turn there his turn he took three damage Dash jump hide disengage and then you can dismiss him here are the stats for the crab next we have the Frog who can spread his bof a toxin to enemies here are the Frog stats so here's the Frog's BofA toxin does one damage touch a creature and possibly impose disadvantage on its dexterity saving throws for 10 turns here's the B toxin attack there he's hit the bot toxin for one damage then he has that effect for the next 10 turns frog also has a dash hide jump and disengage as well as being able to dismiss him next up is the rat it has infectious bite does one damage and you bite a creature to infect it when infected they'll have disadvantage on Constitution saving throws and Constitution will be reduced by one and that effect will last for 10 turns so here's what that attack looks like now he's infected for the next 10 turns the r also has a dash hide leap disengage and you can dismiss and then here are the rat stats next up we have the raven that can blind enemies with its beak first he has the beak attack that does three damage where you Peck at the Target he also has a dash hide he can fly disengage and then he has Ren Vision attack a creature's eyes and blind it for one turn this also does one damage when when blinded they'll have disadvantage on attack rolls range of attacks and spells are reduced to 10 ft and then attack rolls against blinded creatures have Advantage so here is that now he's binded and if I wanted to attack him with a melee attack I'd have advantage and then here are the Raven stats and for the last fine familiar we have the spider summon a spider familiar with a poisonous bite so the spider has bite which does two to five damage one piercing and one to four poison conditional so you bite a Target dealing one piercing damage and possibly deals an additional one to four poison damage critical hit did one piercing damage but these guys are immune to poison damage so it didn't actually apply it the spider also has Dash hide arachnid jump with a range of 60 ft and then you can dismiss him our next spell we have fog Cloud the cloud blinds and heavily obscures creatures within it you already know what blinds does from the last one heavily obscured when you're hiding in there you will go undetected unless you get too close to another creature so this fog Cloud will last 10 turns this is also a concentration spell upcasting is going to make it affect a larger area so here's level one and here is level six so if I cast this here you'll see once I'm in there I'm blinded and then you can see Vision cones for enemies and allies alike are blocked by this spell as well so it's good to sneak around or if you need to pick a lock in front of some guards you can put this down and go and pick the lock next up we have grease cover the ground in grease slowing creatures within and possibly Make Them Fall prone when prone they can't move or take actions bonus actions or reactions and they have disadvantage on strength and dexterity saving throws attacks against a prone creature of Advantage if they're made within 10t of the creature and a prone creature cre must spend half of its movement speed to stand up so this grease will last 10 turns and upcasting is not going to Grant any additional benefits so if I cast that there like again turn base mode with the grease there I failed my saving throw and became prone that would end your turn right there but it also makes your movement speed have so you can't move nearly as far and of course grease has the benefit of being flammable which can be useful in certain situations but usually it's better just to use the grease part of it next up we have hail of thorns the Thorns deal your weapon damage to the Target and then explode the explos expon deals an additional 1 to 10 piercing damage to the Target and surrounding enemies on a miss the Thorns will still explode and on a save the targets will still take half damage from the explosion this uses an action and a bonus action and upcasting the spell will cause the explosion to deal an additional 1 to 10 piercing damage per level so at level three the explosion will deal 3 to 30 piercing damage here's what that Spell's going to look like at level one next up we have ice knife throw a Shard of ice that deals 1 to 10 piercing damage it explodes and Deals 2 to 12 cold damage to anyone nearby it leaves an ice surface for two turns the spell can be cast while you are silenced and on a Miss The Shard of Ice Still explodes upcasting is going to add 1 to six cold damage per level to the explosion so at level six that'll be 7 to 42 cold damage knocked him prone did four cold damage and five piercing and then there's the ice service that it leaves our last level one spell is granted from an item called cruel sting this is found in act two if you're wanding around in the shadowlands and you find a boss there there you kill him and you get this the spell it gives you is in snaring strands which does 2 to 16 slashing and psychic damage your attack conjures thick sticky webbing that possibly in webs your targets for 10 turns when Webb they cannot move attack rolles against the affected entity have advantage while it's attack rolls have disadvantage it also has disadvantage on dexterity saving throws you can use this once per short rest so here you go use it on will uh well yeah that's what it does and he's still in webbed for nine turns so moving on to our level two spells we'll start out with cloud of daggers which does 4 to 16 slashing damage conjure a cloud of spinning daggers that attacks anyone inside and The Cloud of daggers last for 10 turns or until your concentration breaks cuz it's concentration spell upcasting will add 2 to eight slashing damage per level so at level six it'll be 12 to 48 slashing damage one thing to keep in mind when using this spell is there's a very high chance that the damage will be applied twice unless your concentration somehow breaks between the start of their turn and after you use this so the damage is applied first when you cast the spell 4 to 16 damage there and on the start of his turn so there he took another 10 damage next up we have flaming sphere which does 2 to 12 fire damage summon a flaming sphere that damages nearby enemies and objects you can move the sphere it emits a bright light so this will last for 10 turns or until your concentration breaks on a save the targets will still take half of the damage upcasting will add 1 to six fire damage per level going all the way up to 6 to 36 fire damage so we cast here here the Flaming sphere stats 10 across the board and and AC of 16 he has the condition flaming sphere where enemies and objects within 5 ft of the sphere at the end of their turn take the 2 to 12 fire damage and when upcast that affects this damage so that'll be the 6 to 36 and then they have a blaze when the sphere is a blaze it leaves behind a fire surface and Deals 2 to 12 fire damage to nearby creatures and objects that is also affected by the upcasting so it would be 6 to 36 there as well and he has a ram attack that does 2 to 12 damage this also gets affected by the upcasting believe it or not so upcasting it is actually seem seems to be pretty valuable so slam into an enemy creature object on a successful save the Target still takes half of the damage so there I just move there's the kind of Fire trail that I leave behind where if they go on that they take the damage he's also able to jump as well here's that Ram attack he was saved so he only took four damage next up we have Misty step surrounded by Silver Mist you teleport to an unoccupied space you can see this uses a bonus action which is important because it means you can follow up with an attack upcasting doesn't provide anything extra so here's the range of that so so you can just teleport with your bonus action and Then followed up with an attack one important thing to note about it as well is it's any unoccupied space you can see so if you can see through like iron bars in like a jail for instance you can actually teleport through the bars onto other side our final level two spell is web cover an area in thick flammable webbing that slows creatures within and possibly en webs them so the web will last 10 turns the in webbed effect they cannot move attack rolls against the affected entity of Advantage whilst attack rolls have disadvantage it also has disadvantage on dexterity saving throws and it's difficult to rain so their movement speed will be HED and it can en web creatures prevents falling damage and it is flammable upcasting doesn't do anything extra so here I'll just use it on Shadow heart she was saved I can still show you the effect though if I go in there so walking across this I failed my saving throw and now I'm in webbed where I can't move for one turn for our first level three spell we have call lightning which does 3 to 30 lightning damage lightning strikes all Targets within range then for 10 turns you can call down lightning again without expending a spell slot on saav targets still take half damage that effect lasts for the 10 turns or until your concentration breaks when you upcast the spell it's going to add an additional 1 to 10 lightning damage per level so here I'll use the first strike that was the level three version and then down here at the bottom right you'll see activate call lightning and you'll see it doesn't use a spell slot so on my next turn I can use this again for just an action so here it's my turn again and you'll see activate call lightning same effect then use a spell slot next up we have conjure barrage which takes either your melee or ranged weapon damage and adds 2 d8 piercing damage on top of that Channel your weapon's Essence into a destructive widespread volley on Save targets still take half damage and this gives you two actions one for your melee weapon and one for your range weapon they're both the exact same except for the damage that they deal and that depends on the weapon itself so there is no way to upcast the spell here's the melee version see it shows a cone here anybody in that cone will take damage and here's the range version same range exact same spell next up we have hunger of Hadar creatures within this black sphere are blinded and take damage at the end of their turn and the start of their turn so the blind effect will give them disadvantage on attack rolls the range of attacks and spells will be reduced to 10 ft and attack rolls against them will have Advantage creatures starting their turn in the area Take 2 to 12 coal damage creatures ending their turn in the area possibly take 2 to 12 acid damage the area is difficult terrain so their movement speed will Beav and this lasts for 10 turns or until your concentration breaks and upcasting doesn't do anything extra for you end my turn there took four damage at the start of his turn he's going to dash through we see if if he makes it out he probably will oh nope there he took his 10 acid damage next up is SLE storm call forth a storm that disrupts the concentration of spell casters douses fires and creates an ice surface for 10 turns this is a concentration spell on your part as well app casting doesn't do anything extra so here I'll use it on Shadow heart cuz she's concentrating on guidance there's also some fire here so there she lost concentration all those fires went out and then it created this ice surface which will cause you to slip just like grease and that will end your turn and then after it melts it turns into into a water surface which you can exploit for electrifying or freezing the whole surface again for next spell we have Spirit Guardians call forth spirits to protect you nearby enemies take 3 to 24 radiant damage or 3 to 24 necrotic damage per turn depending on which version you choose and their movement speed is haved on a save the targets will still take half of the damage Caster can't become invisible when concentrating on the spell and yes it is a concentration spell so when you click on it there's the necrotic version and the radiant version both are basically the exact same except for the different damage types upcasting will add 1 to eight of that damage type extra damage per level so 1 to eight necrotic damage per level on this one at level six that'll be 6 to 48 damage so here's the level three necrotic version just to show you what it looks like and then here is the radiant version so there he took 15 damage so I'll end my turn his movement speed is haved so it's about as far as he's going to go my turn again I can just run back into him and it does the damage again so they can't get far and you can just keep chasing after them it's also great for groups of enemies around you final level three spell we have stinking Cloud create a cloud of gas so nauseating it prevents creatures from taking actions This Cloud lasts for 10 turns and it's a concentration spell when you upcast it's not going to do anything extra for you those skeletons are immune to nause so I'll just use it on myself just to show you it's the same thing there I used it save failed now I am nauseous so here's turn base mode I don't have an action because I am nauseous for our first level four spell we have conjur minor Elemental conjur minor Elemental to fight alongside you this gives you three different actions all of them last until a long rest and none of them get any benefit from upcasting the first one is AER conjure an AER from the plane of fire it deals both bludgeoning and fire damage with its Warhammer and can overheat here are the stats for the AER so he has his AER Warhammer which does 5 to 17 damage both bludgeoning and Fire Hits with this weapon dealing additional 1 to six fire damage he also has a dash a jump and Searing Smite which does 6 to 23 bludgeoning and fire damage deal an extra 1 to six fire damage and set your Target on fire it takes 1 to six fire damage every turn for 10 turns concentration spell and you can use it once per battle he also has weakening strike concussive Smash and back breaker I'm not going to show those because they're typically on a Warhammer and then he has overheat which does 1 to 10 fire damage release a fraction of your inner fire all nearby creatures take damage and start burning fiercely so they'll take one to 10 fire damage per turn as well for three turns that's a bonus action here's what it looks like and you can just use that once per turn every turn you can use that so he takes the damage initially end your turn when he starts his turn he takes another 1 to 10 fire damage and then I can just use it again on my turn so you get a lot of damage out of that and because it's a bonus action you can also follow it up with your normal attacks the next one we have is conjure ice methods conjure two ice methods from the elemental chaos they can hurl and exhale ice and explode when they die so I guess there's actually two there looks like one but I think they're inside of each other yeah there's two here the stats for each of the ice methods so they have freezing claws that do 4 to 17 slashing in cold damage they have their typical Dash they can fly you get an ice breath that does 2 to 12 Cold damage exhale a cone of ice to damage foes on Saved they'll still take half damage so there he was saved so he would have taken eight but he took four instead leaves a little ice surface there as well they have chromatic orb cold which does 2 to 16 cold damage Hur of freezing energy that damages the Target and creates a Frosty surface to knock creatures prone and then finally you have death burst which does 4 to 24 cold damage explode in a burst of ice that damages all nearby creatures on a save they'll still take half of the damage there's the AOE of that that also occurs when they're killed and for the final variant we have mud methods conjure two mud methods from the elemental chaos they can breathe mud and explode when they die here are the stats for each of the mud methods they have muddy claws which do 4 to 19 bludgeoning damage they have their Dash and their fly just like the other methods there's a mud fling two to five buding damage where they throw a hunk of mud missed but doesn't have any additional effects so I'll just keep going there's the mud breath belch vised mud at a foe to restrain it for two turns when restrained affected entity is covered in hardened mud and its movement speed is HED attack rolls against it have advantage while the entities attack rolls and dexterity saving throws have disadvantage removes burn burning and the entity becomes resistant to fire damage there he's now muddy for the next two turns then finally we have death burst explod in a burst of sticky mud it dries instantly on any nearby creatures not made of mud restraining and hurting them for two turns so it's going to have the same effect as the mud breath and this does 4 to 24 bludgeoning damage he was saying so he would have taken 10 but he took five damage instead next up we have conjure Woodland Bean conjure a dryad to fight alongside you she can use nature step and Tangle enemies and summon a woodw this lasts until a long rest and there's no benefit for upcasting here are the stats for the dryad she has her Twisted o crook which does 4 to 19 bludgeoning damage kind of swings it like she's trying to get a spider off the wall or something she's got Dash jump strengthen shalele your staff or Club becomes magical and it deals 6 to 34 budgeting damage and you uses your spell casting ability for attack rolls for the next 10 turns and it's a bonus action that's kind of like the normal shalele spell and there it increase the damage now it's 7 to 35 bludgeoning damage she has entangle create a Vine surface slowing down creatures and possibly entangling them so that surface will last for 10 turns when entangled attack rolls againsts to have advantage while it's attack rolls and dexterity saving throws have disadvantage use on these three guys two of them got entangled he was saved but as they walk through this there's a chance they get entangled again next thing she has is Spike growth which does 2 to eight piercing damage it's like the normal Spike growth spell shape a piece of ground into hard spikes movement is haved a creature walking on the spikes takes 2 to eight piercing damage for every 5 ft it moves spikes last for 100 turns and it's a concentration spell and I think they've just recently changed it before it was not a concentration spell which was pretty broken it's definitely op but if we end our turn here you'll see they'll probably yeah when they move through it they just keep taking damage for every 5T super good spell she also has two good berries in her inventory which are a bonus action to use you eat it and you get one to four hit points back then she also has nature step which is toggle it's a passive feature not sure why you'd want to toggle it off though alter the terrain around you allowing nearby allies in the area to travel with ease you and your allies aren't affected by difficult terrain can't be restrained or paralyzed and you gain resistance to poison damage so you'll take half damage from Poison and so see that little kind of Aura around her a circle that's the range of it so if I move out you see I don't have anything move into range I now have resistance to poison damage along with the other effects that it grants so while we're on the Twisted Vines it's just not going to affect my character at all so she has grasp of the forest as a passive feature as well weapon attacks can entangle the target so that's the same effect as the vines and she also has a topple attack where you can swipe a creature to not get prone that's pretty standard I'm not going to show that you can dismiss her and then I've saved the best for last fall in lover summon a woodw bound to your tree to fight alongside you so yes your summon gets another summon which also lasts until a long rest so here are the stats for the woodw so with the woodw you get twisting Branch as your weapon does 8 to 20 bludgeoning damage in the wood W's hand this common Branch becomes magical and Deals an additional 3 to 12 bludgeoning damage and I think that's already factored into this damage here so I'll just swing that and show you what he looks like and he attacks missed but that's what it looks like he's got a dash a jump then he has entangle and entangle it's kind of glitched right now I think normally it's just one they do the exact same thing I don't know why it's showing twice but there should be only one here so you have to select an enemy with it and it has an AOE around it but it's basically the same as the other one then he has the passive regeneration the woodwood regains 10 hit points if it walks through a Vine surface unless it recently took fire damage so you want to be on the vine surface the whole time and you'll just be healing then he also has a dismiss if you wanted to do that next up we have dimension door teleport yourself and up to one adjacent Ally to a place you can see the Ally cannot be larger than medium so the range to initially grab your teammate to teleport is melee range so here click on Shadow heart and there's the range so it's like Misty step but for you and one other also upcasting doesn't do anything extra for you next up we have evard's black tentacles this does 3 to 18 blooding damage tentacle spout from the ground turning the area into difficult terrain attacking and smothering creatures within this terrain will last 10 turns and the smothering effect restrained by dark tendrils affected entity can't move and takes 3 to 18 bludging damage per turn attack rolls against the affected en have advantage while the entities's attack rolls and dexterity saving throws have disadvantage there's also a concentration spell up casting won't do anything extra for you so it looks pretty cool end my turn here end my turn there he took 10 damage and he decided not to move and get out of the way here and my turn again there he was saved so he didn't take any damage so each turn they're on the black tentacles they're going to roll a strength save and every time they fail they'll take that damage there next up is grasping Vine summon a giant Vine capable of dragging creatures towards itself the vine will last 10 turns and it's a concentration spell up casting won't do anything extra for you I'm going to go ahead and say it now that this is one of the worst spells in the game in my opinion I think it should be at most a level one spell but it's a level four spell and it's definitely not as good as the other ones here it is it has one move and one move only grasping pull grasp a Target and pull it 20 ft towards you the target can't be pulled if it's huge in size you can use this once per turn here's what it looks like that's it no damage taken and yeah just pulls him in here's a stats 10 across the board including armor class and only 5 HP as well you guys can probably see now why it's uh not the best especially for a level four spell slot that's crazy to me for our last level four spell we have guardian of Faith call forth a Divine Guardian that attacks nearby enemies every time it deals damage the guardian loses an equal amount of hit points so he'll last 10 turns or until he loses all his hit points when you upcast you won't get anything extra here's what he looks like and here are his stats permanently armed so he can't be be disarmed at all when an entity enters your attack range you can strike them and then retaliation when an enemy attacks you or him he'll retaliate by attacking that enemy here's this class action strike of the Guardian does 20 damage channel the power of your deity and your sword strike to protect the cleric that brought you into being on a save they'll still take half of that damage here we go that guy swung at me and he just hit him with 20 damage also when I end my turn here and it's his turn he'll attack on his own you don't have to do anything at all he does everything by himself for our first level five spell we have Cloud kill craft a large Cloud that inflicts 5 to 40 poison damage per turn you can reposition the cloud every turn the cloud heavily obscures everything within it but they'll be dying anyways this will last for 10 turns and it's a concentration spell when you upcast it'll add 1 to eight poison damage per level so you'll be up to 6 to 48 damage here I'll use it on Shadow heart cuz of skeletons are actually immune to it there she took 25 damage save failed I can end my turn and now back to my turn you can see I have an action here to reposition it doesn't use a spell slot next up we have insect plague this does 4 to 40 piercing damage locusts attack everyone within range make the area difficult to rain so that'll half their movement speed and impose disadvantage on perception checks this area effect lasts for 10 turns and on a save the target will still take half the damage it's also a concentration spell upcasting wi 1 to 10 piercing damage per level going up to 5 to 50 piercing damage insta died but uh yeah every turn they're going to roll a saving throw and take damage if they fail for our next spell we have sights of the cely summon diva this is actually granted from The Scroll of bestial communion which is found in the Sorceress Vault and is obtained by reading caution before the ceely so it'll give you this scroll and it's a onetime use or if you're a wizard you can actually consume the scroll and learn the spell permanently it's a level five Conjuration Spell that summons a diva which is actually the same as the level six spell planer Ally so you're effectively getting a level six spell for a level five spell slot and I'll go over this guy later when we go over planer Ally at level six for our final level five spell we have conjure Elemental B the barrier between the planes until they discour an elemental Ally to follow and fight for you so this has eight actions four of them are level five and four of them are level six so we'll go with the first one air Elemental here are his stats he's ethereal so he's incorporeal and can't be shoved thrown or uses improvised weapon his first attack is gushing air which does 3 to 13 Thunder damage launch two Jets of thunderous billowing air on a save the target will still take half damage so you can select two different targets or the same Target I'll just select myself twice there I took five and four Thunder damage he also has a dash disengage he can fly up to 60 ft and he has Elemental warp which is effectively Misty step goes up to 60 ft and it's a bonus action so you can follow that up with an attack afterwards then he has primordial Gales which does 2 to 12 lightning damage gales of crackling stormy wind swirl around you battering at nearby creatures and shocking them for two turns when shocked creatures cannot take reactions and have disadvantage on ability checks and saving throws using dexterity on a save the targets will still take half damage so here's what that looks like there I was shot shocked then he has multiattack which does 12 to 36 slashing and lightning damage descend on a creature to Buffet it with charge swipes shock targets take double damage so now I'm shocked and I can use multi-attack to deal the double damage next up is the earth Elemental and here are his stats his first attack is soil clogged slam which does 8 to 18 bludgeoning damage punch a foe with a landslides worth of force leaving behind a residue of mud which is permanent he's also got Dash disengage Elemental warp just like the air Elemental and seismic strike which does 4 to 24 bludgeoning damage bring down your arms like stone slabs smashing nearby creatures pushing them back 10 fet and making them wobble on trembling legs with trembling legs the affected entity is still wobbling on unsteady legs its movement speed is reduced by 8.3 feet and its dexterity is reduced by one and that'll last for three turns on a save you'll still take half damage so here is that save failed it knocked me back and now I have trembling legs for the next three turns and then his last attack is multi-attack which does 4 to 26 budgeting damage descend on a creature to smash it with your tectonic might prone targets take double damage so here I'm prone and I'll use the multi-attack which also gives you Advantage so it's easier to hit and it pretty much destroyed me after that we have the fire Elemental and here are his stats this first attack is going to be smoldering touch which does 2 to 12 fire damage touch a foe with a heat like the bright core of a furnace searing and burning them for two turns when burning they'll take one to four fire damage per turn here I'll just use it on myself two and 10 fire damage and you can see at the top my turn's about to end and I'll take more fire damage he also has a dash disengage Elemental warp like the previous two and then erupting Cinder so this will do 4 to 24 fire damage Stoke a giant Cinder ball and lobit bursting in wide explosion and creating a fiery surface for one turn that fiery surface is going to cause one to four fire damage per turn and then he also has a multi-attack which does 14 to 38 fire and bludgeoning damage descend on a creature to Scorch it with a multitude of primordial Flames burning targets take double damage so here I'm burning and I'll use the multi-attack for the last level five variant we have the water Elemental and here are his stats so his first attack is going to be slam which does 6 to 11 bludgeoning and cold damage slam into a foe and create a puddle of water around the impact site which last permanently he has a dash disengage Elemental warp Winter's breath which does 4 to 24 cold damage exhale a freezing torrent of ice upon your enemies burning targets undergo a rapid cooling and become brittle for three turn turns so brittle is going to deal 2 to 12 Cold damage per turn and the effected entity has been rapidly cooled while a flame making it vulnerable to thunder and bludgeoning damage so that's going to enhance your slam as well all right so now I am burning here's Winter's breath so it knocked me prone because of the ice and now I'm brittle for the next three turns there I took 10 damage and his final attack is multi-attack which does 16 to 40 bludgeoning and cold damage descend on a creature to Buffet it with your hearty aquous fists chill targets will take double damage damage and again this will benefit from the brittle effect since it has budging in it now we're going to move on to the level six variants the first one is the air meridon so here are his stats so they have ethereal as well and permanently armed so they can't be disarmed and then tenacity so when you miss an attack you deal four bludgeoning damage anyways his weapon is the flail of the vortex which does 9 to 23 bludgeoning and lightning damage and then he has the reaction tenacity so I can get the four bludgeoning damage on there when I do Miss he has a dash hide disengage they can fly up to 60 ft and Elemental warp just like the level five summons had as well as invisibility which lasts until a long rest invisibility will end early if you attack cast another spell take an action or take damage it's a concentration spell and you can use it once per short rest then he has raging Vortex which does 2 to 16 bludgeoning damage spiral the wind into a choking melstrom that inflicts 2 to 16 blooding damage per turn and silences creatures when silenced they can't speak or cast spells with a verbal component and they're immune to thunder damage and that'll keep going on for 10 turns so I can use it there and then if I send my guy in there he's silence so he can't use any spells while in there and then every turn you'll take that damage and then his final attack is electrified flail which does 10 to 33 bludgeoning and lightning damage Cloud a foe with your lightning diffused flail and stun them for two turns when stunned the can't move or take actions bonus actions or reactions as you can see I'm stuned for two turns and I can't do anything at all next up we have the Earth meridon and here stats his first attack is grounded thunder strike which does 12 to 39 bludgeoning and thunder damage wup AO with a fist of stone and thunder knocking them prone for two turns that effectively ends their turn as well so here let's go into turn base there I'm knocks prone save failed and there you can see I can't do anything on my turn he's also got to dash hide and disengage action as well as Elemental warp and then he has burrow which does 2 to 16 bludgeoning damage let the ground swallow you up only for you to reemerge in a terrific burst of Earth damaging nearby foes this is a bonus action and it uses 20 ft of movement speed so you can actually use this and then follow it up with a regular attack use it on these two guys here so one of them was saved so he didn't take damage but the other guy took quite a bit of damage and died next up he has mck to metal Harden your slippery bodyy into a substance like steel increasing your armor class by two but reducing your movement speed by 20 ft this will go on for four turns and it uses 17 ft of movement speed so now I'm transmuted to Steel you can see my armor class is now 20 instead of 18 for the next four turns and then his last attack is sludgy sling which does 2 to 12 bludgeoning damage overwhelm creatures with painfully heavy sludge miring the area around yourself in thick mud and that mud will last for three turns so here's that the next summon is the fire meridon lord soron himself there is stats he has hellish rebuke as well which lets you react to your next attacker with flames that deal two to 20 fire damage so there he attacked me and then I have the option to use hellish rebuke so saved he only took half damage his main hand weapon is the Scimitar of Cinder does 9 to 19 slashing and fire damage there did three and 12 he has a dash hide disengage fly and then Cinder a swipe which does 11 to 31 fire and slashing damage create a blooming cone of fire as you swipe at a foe on Save Target will still take half the damage so here's the cone of it then he has meridon ulation ignite with an incandescent primordial Flames that hasten you and hasten is one of the better spells in the game so getting this just as an action that a spell slot is pretty good it's a concentration spell too so if you get hit you have a chance of losing your concentration when the hasten effect ends you'll be lethargic so you'll lose out on a turn same thing goes if your concentration breaks that'll make you lethargic so you'll miss a turn so when you're hastened you'll have a plus two bonus to Armor class advantage on dexterity saving throws your movement speed will be doubled and you can take an additional action per turn and then when it ends you get lethargic so that'll last for three turns so I'll just use that on myself here and you can see that my armor class is now up to 20 and he also has Elemental warp just like the other summons in conjure Elemental and his final attack is scorching strike which does 10 to 29 slashing and fire damage lash out with a blazing strike and possibly burn your target for two turns dealing one to four fire damage per turn there did 10 and 10 damage and I was actually saved on that as well so I didn't get the burn effect the last summon for conjure Elemental is the water meridon and here are his stats his weapon is the Trident of the depths which does 9 to 21 piercing and cold damage so here's what that looks like when he attacks three and 14 damage he has a dash hide disengage fly and Elemental warp just like the other ones then he has explosive icicle which does 3 to 24 cold damage hurl three Trident forged of glistening ice that pierce targets and create ice surfaces on impact and those ice surfaces will last for two turns there you can Target three different areas or entities so I'll use one away from him and two on him on top of that he has himl strike which does 10 to 31 piercing and coal damage Pierce a creature with your Frost rimmed Trident and chill it when chilled The Entity will be vulnerable to cold damage taking double damage and resistant to fire damage taking half so here's what that looks like the final action he has that's only available in combat is healing Vapors so this will actually do 2 to 16 healing or 2 to 16 poison damage exude water vapor with your general Elemental dampness healing nearby creatures if you are poisoned the water is Tainted and instead of healing it deals 2 to 16 poison damage to nearby creatures that water surface that it creates will go for three turns and here's the range of that so I'll use that to heal healed myself for 10 all right for our first level six spell we have Arcane gate so you create two linked teleportation portals that last for 10 turns and it's a concentration spell I'll put one down here and one over here and those will go on for 10 turns or until my concentration goes down and entering and exiting them is just going to cost movement speed well the movement speed to get to the portal itself not necessarily using movement speed going through the portal and it doesn't use an action so you can just keep going back and forth if you really wanted to and and then you can just attack an enemy and get away I'm not 100% sure if enemies can go through these portals I haven't actually tested that out yet but I would assume that they probably can next up is Heroes Feast this one is amazing you and everyone around can't be poisoned diseased or frightened your HP increases by 12 and you make wisdom saves with Advantage this will last until a long rest so has a range of 60 ft there's the range of it so you'll cast this this actually works on summons and everything as well look at the thoroughly stuffed condition it'll also summon this chest of feast supplies so you'll get a decent amount of camp supplies from that and anybody was in that radius when you cast it will have that into long rest so these guys over here missed out because they weren't in range after a long rest want to get all your summons out get everybody together cast that and then you're all good until the next long rest and just do it again next we move on to planner Ally beseech one of these other worldly entities for Aid this will give you three different actions the first one being a cambian conjure a fish cambian to fight alongside you it can cast fish charm draining kiss and raise of fire all these last until a long rest so there he is and here are his stats he has a glaive which is pretty standard he's got to dash hide disengage he can fly up to 60 feet then he has rays of fire which is kind of like scorching Ray dealing 9 to 54 fire damage hurl three rays of fire each Ray deals 3 to 18 fire damage so you can select three different targets or put them all in the same one and here that is I'll select all three on myself so two of them missed but one of them hit for six damage next up he has fish charm charm and humanoid to prevent it from attacking you you gain advantage on Charisma checks and dialogue you can only charm a humanoid once per day with this action the charm will last for 10 turns condition ends early if you or an ally hurts the Target and in higher difficulty modes the target might accuse you of enchanting them his next attack is draining kiss this does 10 to 55 psychic damage lay a deadly kiss upon a foe Charmed by your fish charm the charm condition will end if the target takes damage from your tainted lips and it ended the Charmed effect then he has his main hand attack with the glaive and the rush attack which comes standard with the glaive weapon the next summon for it is planer Allied Diva conjur like Celestial Diva to fight alongside you it can cast wrathful Smite revivify and concussive smash this is the same as the level five spell we went over earlier that you get in the sorcerer's Vault so effectively with that one you're getting this spell at a level five spell slot so here's the diva and his stats he has an AC of 21 which is really high his primary weapon is the D.A that does 9 to 42 bludgeoning and radiant damage he has a dash hide disengage and a help action where he can pick you up just like You' pick up an ally if they went down you can pick them up help up down creatures or removed burning and snared entangled and webbed prone and sleeping effects he also has fly so you can fly up to 60 ft and revivify which is the spell that lets you revive dead companions like if you have a scroll R vivify this is the same thing but you can use it once per long rest and then he has wrathful Smite which is 10 to 48 damage bludgeoning radiant and psychic possibly frightens your target when frightened they cannot move the frightened entities also have disadvantage on abil AB ility checks and attack rolles that condition lasts for two turns or until your concentration breaks so here is that I was saved so I didn't get the fear effect but took 722 and six damage and then he has concussive smash which comes standard with a mace except this one has radiant damage on top of it because of his weapon and for our final summon for this spell and for the video we have planer Ally Jin E jny I don't know how to pronounce that I thought it was supposed to be Jen but guess I'll call him J like force gum conure a powerful J to fight along inside you it can cast sweet Plum Gales Thunder Wave and drunken [Music] inhale and here is stats so he has the Jin Scimitar this does 9 to 32 slashing and poison damage he's a dash hide disengage and shifting winds which is basically Misty step or Elemental warp from the other guys he has sweet Plum gals coales the air in a fragrant but vicious Whirlwind that restrains those within the Whirlwind will last three turns the restrain ring effect they cannot move attack rolls against the affected entity have advantage while the entity's attack rolls and dexterity saving throws have disadvantage so you just cast that wherever you want it and he snaps it into existence so there I just use it on Withers cuz it wasn't working on my guy there he's restrained for a turn and as long as he stays in there he'll keep getting restrained next he has drunken inhale which does 4 to 32 poison damage compel foes towards you with an intoxicating wind that makes them drunk when drunk they'll have disadvantage on dexterity and Charisma checks on a save the target will still take half damage but are not pulled closer or made drunk I tested this out quite a few times and I was never able to get anybody to come towards me I don't know if it's just the enemies I was using on I tried on the skeletons but they I mean they're immune to the poison damage anyway and obviously it's not going to work on myself but so there I'm drunk and I took 22 poison damage then he has Thunder Wave which is the exact same as the other Thunder Wave this one does 5 to 40 Thunder damage release a wave of Thunder's force that pushes away all creatures and objects on a save the target will still take half damage so here I'll just use it on myself and there's where it's going to push me when when I use [Music] it and our last spell is wall of thorns this does 7 to 56 piercing damage create a wall of flyable Twisted Thorns surrounded by entangling Vines so that's going to do the entangled effect that we talked about earlier creatures can move through the wall but they take 7 to 56 piercing damage per turn and their movement speed is quartered and this will last for 60 turns or until your concentration breaks so what you're going to want to do there's the range of it you select two points like the other wall spells as long as you can see both ends and the wall doesn't get blocked do that and there's the thorns and then it has Twisted Vines below it that can entangle the enemies so I'm going to go hide back here end my turn and there he took 21 damage he was saved he took 11 and let's end my turn again he died took another 12 damage and with that we've gone through all of the cont ation spells and summons in balers Gate 3 if you guys made it this far thank you guys so much for watching drop a like if you enjoyed the video we'll see you next time don't forget to subscribe
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Channel: Omaha
Views: 12,258
Rating: undefined out of 5
Keywords: baldurs gate 3, baldur's gate 3, bg3 conjuration wizard, conjuration wizard, baldurs gate 3 guide, baldur's gate 3 wizard, baldurs gate 3 sorcerer, baldurs gate 3 spell guide, baldurs gate 3 wizard guide, baldurs gate 3 sorcerer guide, bg3 conjuration spells, bg3 all conjuration spells, all conjuration spells in baldurs gate 3, bg3 conjuration, bg3 summons, baldurs gate 3 summons, bg3 all summons, all summons in baldurs gate 3, bg3 best spells, baldurs gate 3 xbox
Id: 2fP4zmAMNiY
Channel Id: undefined
Length: 44min 13sec (2653 seconds)
Published: Wed Dec 13 2023
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