Baldur’s Gate 3 Build: Conjuration Wizard. AoE Control Damage Mage. DnD Beginner Tips & Guide. Gale.

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Hello, everybody. Welcome to a new video of Baldur’s Gate 3. In this episode, I’m gonna share my Conjuration School Wizard build and some tips for this school of magic and what kind of fun you can have in and out of combat with such a character. The Conjuration School is the magic of conjuring things and keeping them there. Conjure creatures to fight for you. Conjure natural forces to alter the battlefield. Conjure parts of powerful beings to aid you. In the world of Dnd, this is also the school of teleporting and interplanar traveling, which makes sense because you need to create and maintain portals for those forces to come. As a wizard specializing in the Conjuration School, you’re better at maintaining your conjurations than other mages. This makes you better at altering the battlefield to hinder or harm enemies. A Conjuration Wizard is very good at mass controlling in a different than an Enchantment Wizard. You have so many large AoE control spells. Though you can’t completely hold an enemy still like an Enchantment Wizard you have much better versatility. You have control spells that target Strength. You have control spells that target Constitution. You have control spells that target Dexterity, while all the enchantment control spells only target Wisdom. You can choose the best type of control based on enemy weaknesses. And many of your control spells also do damage every turn. At level 2, you get your 1st special school ability Minor Conjuration: Create Water. It creates a water surface in an area making all the units in it wet. Wet units are immune to the burning condition and have resistance to Fire damage. But they are also vulnerable to Lightning damage. Sometimes you can use this to protect your party if there is a lot of Fire damage coming. And you can also pair it with the Ray of Frost cantrip to do a little mass control because when a water surface gets attacked with Cold damage, it becomes an ice surface. Anyone walking on it only has half movement speed and would fall prone unless they succeed a Dexterity saving throw. Remember not to attack anyone on it with Fire damage, because that would melt the ice surface. You can use this ability once every short rest. And we usually short rest after every battle. So, normally, we can use it once in every battle. At level 6, you get your 2nd special school ability Benign Transposition: Teleport. It allows you to teleport for a distance or change position with an ally. It is like the Misty Step spell, which we already know at this point. Benign Transposition only teleports for half the distance of what Misty Step does. And it’s a standard action, rather than a bonus action like Misty Step. But it doesn’t consume your spell slot, and recharges every time you use a conjuration spell. So, it’s nice to have when you really need to teleport. At level 10, you get the ability Focused Conjuration. With this ability, your concentration on conjuration spells cannot be broken by damage. Now, once your conjuration control spell is cast, it almost cannot be stopped. So, this build I made is a mono-class conjurer that constantly keeps mass control over the enemies by altering large areas of the battlefield while also keeps dealing AoE damages. We are doing this both through our own spells and through our summoned creatures. We can keep dealing Poison damage with the Cloudkill spell while using the higher-ranking elementals who are immune to Poison damage to keep the enemies busy in the cloud. We can restrain enemies and keep harming them with Evard’s Black Tentacles while using summoned ranged units to attack them from the outside. We can also use the water-aligned elementals to help us alter more areas. These are just our most used combos. With all those conjuration spells and summoned creatures, we can form a lot more combos based on the specific enemies’ weaknesses. When originally allocating ability scores, we give the major bonus to Intelligence and bring it all to way up to 17 which is the highest possible for now. We’ll eventually get it to 20. This is to maximize your control spells’ Difficulty Class and your chance to hit enemies with your spell attacks. Then, we give the minor bonus to Dexterity and bring it up to 16. This is your second most important ability. It increases your AC, making you less likely to be hit. It also increases your initiative roll making you more likely to act before your enemies. Then we forego 2 Strength and 2 Charisma to bring Constitution to 14. This is to increase our hit points and thus our survivability and also our ability to maintain concentration before we get Focused Conjuration. We leave Wisdom unchanged at 10 to get as much mental protection we can get as possible. And because we are a wizard, we have proficiency bonus for Wisdom saving throws which is +2 for now and will eventually become +4 at level 9. For the cantrips, first, we choose Ray of Frost. It deals Cold damage and can reduce the enemy’s moving distance, giving you some control ability. And it can create a combo with your school ability later. And then, I recommend Shocking Grasp. This is a melee attack that deals Lightning damage. It has an advantage on enemies with metal armour. And if you land the hit, the enemy can no longer use reaction anymore and you can walk away safely without getting an opportunity attack. Then, I recommend Mage Hand. It allows you to manipulate things from a distance, which is useful outside of combat. Then, for the starting spells first, we need Mage Armour a must-have for any wizard who doesn’t wear armour. It sets your AC to 13 which is already higher than most light armours. You only need to cast it once each day. And it doesn’t require concentration. It will last until long rest or until you equip an armour or until you remove it from your prepared spells. Then, the second: Shield. Another must-have for any wizard build. It’s a reaction that gives you another 5 AC when you need it making you harder to be hit. Remember to untoggle your opportunity attack in case you waste your reaction on that and can’t cast your protection reactions. Then, our first conjuration spell Find Familiar. This allows you to summon a creature into your party to help with combat and exploring. Once summoned, they’ll be there until their hit points get reduced to 0. It’s a ritual spell. And summon spells don’t need to stay prepared once the creature is summoned. You have 6 options when using this spell. I think the raven is the absolute winner among them. It’s the only one that can fly, giving it outstanding movability and making it immune to terrain effects. And the raven can blind enemies. Blinded enemies can barely make ranged attack. They have disadvantages on attack rolls, while you have advantages on attack rolls against them. Then, Longstrider which I think is a must-have for any party. It increases the target’s moving distance for the whole day without concentration as long as the spell is still prepared. And it’s a ritual spell, which means if you cast it outside of combat it doesn’t consume your spell slot it’s free. So, every morning you can cast it on yourself, on your whole party, and on all the creatures you summoned. And everybody moves faster that day. For the other 2 vacancies, we choose 2 utility spells. Enhance Leap and Feather Fall. Enhance Leap and Feather Fall combined give your party more freedom when exploring the map. They are ritual spells, too. And they are usually always used outside of combat. So, they are almost always free. OK, now let’s talk about the leveling strategy. When to learn what. And what you can do in different stages of the game. At level 2, we get to choose into the Conjuration School and get our first special school ability Minor Conjuration: Create Water. Now we can combo it with Ray of Frost to do some mass control. And at level 2, you also get to learn another 2 spells. we can learn another conjuration control spell Grease. It covers a medium area with grease for 10 turns, without concentration. This slows everyone on it and possibly makes them fall prone. And if you attack it or anyone on it with Fire damage, the whole area explodes and deals extra damage. Then, at level 3, you can learn another nice conjuration spell for the early game Flaming Sphere. It summons a fire orb that can attack and ignite things around it. You have total control over this orb, just like on any other summoned creatures. This orb will last for 10 turns as long as you maintain concentration on it and it still has hit points. At this level, you also get to learn the spell See Invisibility. This is one of the best abilities of a wizard. It lasts a whole day and doesn’t need concentration. At level 4, we get to choose our 1st feat. Here we choose Resilient (Intelligence) to increase our Intelligence to 18 and thus increase our casting ability by 1. At this level, we take the chance to learn the spell Misty Step. It is useful both inside and outside of combat by teleporting for quite a distance. And it is a conjuration spell, which means it recharges your class teleporting ability. And now we also have the luxury to learn the conjuration control spell Web. It covers an area with thick web. Creatures on it need to succeed a Dexterity saving throw or become Enwebed. Enwebed units have disadvantages on attack rolls and Dexterity saving throws. And your attacks against them have advantages. Fire damage can destroy the web and turn the terrain into burning lands, dealing Fire damage to creatures walking on it. At level 5, we get to learn another conjuration control spell: Stinking Cloud. It nauseates creatures in it unless they succeed a Constitution saving throw. Nauseous creatures cannot take action. If anyone of you have played Pathfinder: Wrath of the Righteous, I believe you know how annoying this spell is. At this level, we also get to learn a powerful spell that any mage should learn: Counterspell This allows you to completely negate an enemy spell as a reaction. Counterspell can negate any spell whose level is not higher than the spell slot you spent. If the spell’s level is higher, you still get a chance to negate it but you need to make an ability check. And, since you have high Intelligence, you are rather easy to succeed in that check. Then, at level 6, we get our 2nd special school ability. Now we can teleport more than a normal mage. At this level, we can also take the chance to learn another conjuration control spell: Sleet Storm. It alters a large area into ice surface. And every turn, casters in the area need to succeed a Constitution saving throw to maintain their concentration. Then, at level 7, we can learn a powerful conjuration control spell: Evard’s Black Tentacles. It summons tentacles in a large area, altering it into difficult terrain. Creatures on it need to succeed a Strength saving throw or become smothered. Smothered enemies cannot move. And they take 3d6 Bludgeoning damages each turn until they break free. And their attacks have disadvantages, while your attacks against them have advantages. And, even if they succeed the saving throw, their movement speed is halved in the area. At this level, we can also learn the spell Conjure Minor Elemental to summon another unit for our party. We have 3 options when using this spell. You can summon an Azer, or 2 ice mephits, or 2 mud mephits. The Azer is a fire-aligned melee unit, which is nice to use as a tank but doesn’t really pair well with your control spells. The mephits are flying units that are immune to terrain effects. They can make ranged attacks and have nice melee attacks. Ice mephits can alter terrains into ice surface, while mud mephits can restrain enemies. Restained enemies have only half movement. Their attacks have disadvantages and your attacks against them have advantages. All these above combined, the mephits work better with your conjuration control spells. But, remember not to summon the mephits outside of combat becuase when a mephit dies, it explodes and harm all the units nearby. So, if you enter a battle with mephits already summoned, the enemies tend to kill these fragile mephits ASAP and deal massive damage to you with those explosions. Instead, it’s better to summon mephits near your enemies in combat. Then, at level 8, we can choose our 2nd feat. Here we choose Ability Improvement to increase our Intelligence to 20 the cap, maximizing everything. At this level, we can also learn the conjuration spell Dimension Door. It allows you to teleport along with a nearby ally. At level 9, we can learn our ultimate conjuration damage spell: Cloudkill. It creates a poison cloud in an area that deals Poison damage every turn. And you can use an action to move this cloud every turn. It’s a really economical spell for you to deal tons of damage. At this level, we can also learn the spell Conjure Elemental to summon a stronger unit for our party. You have 4 options with this spell. Air elemental, earth elemental, fire elemental, or water elemental. Most of the time, the air elemental is the most useful one for you because it’s immune to Poison damage and can fight within your Cloudkill. It’s default attack is 2 shots of ranged Thunder damage. This makes it also good to attack from outside your Evard’s Black Tentacles. Besides this, it can also make 2 shots of melee attacks that deal both Slashing and Lightning damage. And it can also make a Lightning damage AoE surrounding itself that shocks enemies, making them unable to use reactions and have disadvantages on Dexterity checks. The earth elemental is the most tanky one. But it’s not immune or resistant to any damage type. All the damage it deals are Bludgeoning damage. It can only make melee attacks, but its default attack is a small AoE. It has a large AoE damage surrounding itself that pushes enemies back and lowers their movement and Dexterity. The fire elemental has a ranged AoE that deals fire damage and alters the terrain into burning land. Its default attack is a Fire damage melee that burns the enemy, dealing damage to them in the coming turns. Its melee multiattack deals both Bludgeoning and Fire damage. The fire elemental is immune to Fire damage, but nothing else. The water elemental’s default attack is a melee that deals Bludgeoning and Cold damage and creates a small water surface. Its multiattack is stronger but doesn’t create the surface. Its AoE hits a cone area with pure Cold damage, and creates ice surface. The water elemental is resistant to Slashing, Piercing, Bludgeoning and Acid damage. Then, at level 10, we get our final special school ability: Focused Conjuration. Now, our concentration on conjuration spells cannot be broken by damage. Then, at level 11, we can upcast the Conjure Elemental spell to summon the strongest units we can summon for our party. Again, we have 4 options. Air myrmidon, earth myrmidon, fire myrmidon, and water myrmidon. All of them are immune to Poison damage and can fight inside your Cloudkill. And all of them are resistant to Slashing, Piercing and Bludgeoning damage as well. The air myrmidon can make Lightning melee damage that stuns an enemy, making them waste one turn and automatically fail Strength and Dexterity saving throws in that turn. It also has a large AoE that keeps dealing Bludgeoning damage for 10 turns and silencing units in it, making them unable to cast spells. Air myrmidon is also resistant to Thunder and Lightning damage. And it can turn invisible once every short rest. The earth myrmidon is the most tanky one, because it can sacrifice movement for another 2 AC. Its default attack deals Bludgeoning and Thunder damage, and knocks the enemy prone. It has an AoE surrounding itself dealing Bludgeoning damage and alter the terrain into mud. It has another AoE that teleports itself and dealing Bludgeoning damage at the destination. The fire myrmidon has a melee attack that deals Slashing and Fire damage and burns the enemy. It has a cone AoE that deals Fire damage. And it can cast the haste condition on itself for 3 turns, making itself act twice each turn. The fire myrmidon is immune to fire damage. The water myrmidon has a nice ranged AoE that launches 3 shots separately, dealing a lot Cold damage and altering a large area into ice surface. It also has a melee attack that deals Piercing and Cold damage and chills the enemy. Chilled enemies are vulnerable to Cold damage. And if you pour water onto them, they will be frozen and become incapacitated, unable to do anything. It also has an AoE surrounding itself that heals creatures within. But if the myrmidon is poisoned, this AoE deals poison damage to everyone within. At this level, we can also learn our ultimate teleportation spell: Arcane Gate. It creates a portal for your whole party to teleport. This is a level-6 spell and uses a level-6 slot. You only have one level-6 slot. And your recharge ability cannot recharge level-6 slot. Normally, this slot is more useful to upcast Conjure Elemental. But, if you can find something in the game that allows you to recharge the level-6 slot, you can have them both. Finally, at level 12, we get our final feat. Here, we choose Ability Improvement and increase our Dexterity to 18 further increase our AC and initiative rolls. OK, we have talked about how good this build is. Now, let’s talk about its weaknesses. The most obvious weakness of this build is that you are always exposed to enemies’ attacks. Though, you have a nice effective AC, it’s still dangerous for you on the battleground. So, you either need to find a way to hide, or eliminate enemies quickly while you still control them. The other thing is all your AoE spells affect both enemies and allies. So, if you wanna use this build effectively, it’s better to use an all-range party. It doesn’t pair well with tanks. And if enemies somehow pull your characters into your AoE spells, you need to either end your spell or sacrifice your allies. It’s also a problem if there are NPCs you wanna protect. They will always be in your way. So, it may be a good idea for you to learn some precise control spells from the Enchantment School. But those concentrations are not protected by your school ability. And those spells don’t work well if the enemy has high Wisdom. And that is everything about this Conjuration School Wizard build. Hope you like it. And if you like this video, please click the like button and subscribe to my channel. Thank you for watching. I’ll see you in the next video. Bye bye.
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Channel: Maxxie Playing
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Keywords: 柏德之門3, バルダーズ ゲート3, 발더의 게이트 3, Балдурз Гейт 3, 博德之门3, 法師, ウィザード, Magicien, Magier, Mago, Mag, Волшебник, Чарівник, 위자드, Büyücü, 咒法學派, 召喚術, Beschwörung, Conjuro, Conjuramento, Przywolywanie, Воплощение, Evocazione, Прикликання, 소환술, Çağırma, 咒法係, BD, ビルド, 빌드, Билд, Білд
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Length: 20min 2sec (1202 seconds)
Published: Tue Feb 06 2024
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