Baldur’s Gate 3 Guide – Best Early Game Spells (Most players Don't Know How Good These Are)

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in this Baldur's Gate 3 guide we'll take a look at 10 early game spells that you should absolutely have in your rapid while regardless of your party makeup but you are absolutely not using enough there are so many great early game spells in bg3 but we've narrowed it down to the very best of the best in this guy there are many factors that go into deciding whether to use a spell in bg3 such as how reliably can you use it is it better or worse than just using a damaging spell how is it best utilized and what are you giving up in order to use it many players don't know how to utilize many spells in bg3 particularly non-damage dealing spells because they think they are not as useful as outright damage limited spell slots early on in the game spellcasters typically want to feel useful and leave their Mark in combat and setting up their party members for Success isn't always as much fun as lobbying a huge Fireball into a pack of enemies but there is more to playing a spellcaster in bg3 and I want to show you some things that you can do using some low-level spells that you probably had no you could the first spell we're going to take a look at is sleep sleep is a very strong early game spell because it can put multiple targets to sleep effectively removing them from combat the amount of targets you can put to sleep is based on the current HP of the targets not their Max HP so it can be used on enemies that have already taken damage more effectively and you might be thinking what's so great about that very few enemies have lower than 24 HP and wouldn't I just be better off finishing them off if they were well there are some things to consider first of all sleep can Target multiple enemies which means you can prevent damage your party would take by removing the turns of two or more enemies or killing an enemy might only prevent one enemy from taking a turn preventing damage is the name of the game in bg3 and you often do that by killing enemies before they can act but sleep is the next best thing to them secondly you can upcast sleep with higher level spell slots to increase the amount of HP an enemy or enemies can have allowing you to use it further into the game than just the very beginning thirdly attacking an enemy that is asleep grants advantage on the attack and is a guaranteed critical hit if the attacking character is within two meters this means that your party will almost assuredly finish off these enemies on their next turn and lastly there is no saving throw made by the Target that means you can either put an enemy to sleep or you can't you cannot fail as long as you are under the HP threshold this is huge because there is no gamble it just works up next let's take a look at longstrider this spell increases the movement speed of a character by 3 meters until their next long rest this is essentially a 33 increase to movement speed on characters that have 9 meters of movement speed and an even higher increase on characters that have 7.5 this lasts until long rest and no concentration is required so you're free to cast another concentration spell after using it and you might be thinking well that's great but is it really worth using a spell slot to gain that well the answer to this is you don't have to longstrider is a ritual spell which means if you cast it outside of combat it consumes no spell slot this allows you to buff your entire party's movement speed Until you long rest without using a single spell slot sound up next let's take a look at the shield spell Shield allows you to consume a spell slot when an enemy is going to hit you in combat to increase your armor class by 5 to hopefully prevent them from hitting you and become immune to magic Missile seems like a waste of a spell slot right wrong Shield's Armor class bonus and magic Missile immunity last until the next turn which means you'll have this armor class bonus on every other attack made against you for the entire route this can keep your casters alive and can also be used effectively on something like a Bard or Paladin if they multi-class further boosting their armor class in melee combat what's better than high Armor class more Armor class up next is minor illusion minor illusion is a cantrip which is essentially a level zero spell that doesn't cost a spell slot to use this is an extremely strong cantrip as it allows you to throw out an illusion over a great distance but characters will flock to if used outside of combat this is useful for a lot of reasons like maybe you want to sneak by a bunch of characters in a place you shouldn't be but they are blocking your way and you don't want to fight them all or maybe they're friendlies but you want to loot the chest behind them and you don't want to kill them to do it but another really great use of this spell is before combat to group up enemies in one place where an AOE types spell can make a quick work of them use this when enemies are too spread out to attack effectively and your life will be much next is color spray color spray is a spell that blinds enemies up to a certain amount of HP meaning you can only use this on enemies whose total HP is 33 or lower similar to the way sleep works however color spray is cast in a Kono AOE in front of you much shorter range which can be more difficult to use on pure casters blinded enemies though have disadvantage on their attack roles and their ranged weapon and spell attacks are reduced to 3 meters in addition all attacks made against them have advantage and just like sleep the spell has no saving throw you can either use it on the Target or targets or you can't making it less of a gamble to use it can be particularly effective early game against hard to kill enemies that are down to a little in HP helping your party to finish them off faster up next is healing work healing word is another extremely strong spell early game and one that you will likely use throughout your entire Journey it does very mild healing for a spell slot and new players might think cure wounds is a better choice particularly when they're lower level and spell slots are limited however that's just not the case healing word can be cast Over long distances and only consumes a bonus action while cure wounds is cast in melee range and uses an action a casting healing word as a bonus action you can cast another spell the same turn or attack with a weapon which you can't do if you use cure wounds however the primary function of healing word is actually picking up party members if they've been down since any healing will do this including tossing a potion if you're in a pinch this allows you to save yourself from having to walk over to the party member and use the help action consuming your action and movement while picking up the party member with one HP you'll use this all game long for this reason alone next is bless bless is an extremely effective spell that increases not only the attack rules but also the saving throws of each character affected by it by 1d4 or one to four this is an important point because many new players forget that it also boosts saving throws this is a great way to help protect your party while also improving damage output and if up cast as a level 2 spell can affect your entire party many players shy away from this spell because it requires an action to cast in combat and because it requires concentration to maintain and they may find their concentration gets broken too easily to be worth it however by making sure that Caster is one of the targets that benefits from bless you will improve your concentration saving throws by 1d4 as well so make sure when using blast the Caster of it is always buff as well then we come to magic Missile magic Missile is a damaging spell that throws out three magic missiles that can Target three different targets or the same Target three times and is extremely effective for a few reasons first the damage of the spell can be spread around so if you need to finish off one really weak enemy but you don't want to waste a spell slot to do it you can hit it with one missile while directing the others to another Target or Targets this helps with your overall action economy and remember that you can upcast this spell to increase its missile count second magic Missile cannot miss this means it doesn't matter what your hit chance is whether you have disadvantage whether it's really dark and you can't see well you cannot miss the attack this takes a lot of gambling out of spell casting and adds reliability and lastly this spell can bend around objects to hit your target that means you don't necessarily have to have line of sight on the Target and you can still hit them use this to your advantage when planning what spells to use next we come to guidance guidance is such a good spell it's no wonder that it made our list it can trip it can be used as many times as you want without consuming any spell slots it is vital that someone in your party has the spell as it can drastically improve dialogue and other skill checks like lock picking or disarming traps you can even use guidance to help pass perception checks or spot hidden objects or to boost survival checks to find varied loot to do this make sure you cast guidance on your character attempting to spot these things before moving into rage to make these skill checks you cannot retroactively use guidance when doing this like you can in dialogue or with lock picking so pay attention and use it when exploring note that it does require concentration so don't override any other spells you're concentrating on unless you mean to the next spell is sanctuary Sanctuary is an incredibly strong level one spell that prevents enemies from attacking you or an ally from being targeted by attacks or spells until you attempt to harm an enemy you can still take damage from AOE effects but you cannot be the direct Target of an attack or spell this can often save you when surrounded or keep a squishy from dying when in a bad spot you might be thinking that sounds great but wouldn't you be better off attacking or casting an offensive spell instead of using this well Sanctuary requires a bonus action to cast so you can do both in the same term just make sure you use Sanctuary after you attack or cast a different spell first if you plan to use it on yourself or you'll waste it and lastly we come to disguise self is a spell that you can use to change your appearance in the game and hide your true self from other characters you might wonder why would you use a spell slot to cast this and I'll explain it causes the game and characters inside it to view you as a different character which allows you to Rob cheat steal and then end your disguise with your reputation intact usually guards in the game will be looking for you but if you were disguised when doing these things then they will be unable to locate you secondly if you do murder someone you can end your disguised self and you speak with the dead on them successfully usually people don't want to speak with their Killers who would have thought so when you speak to them as yourself after you end your disguise then you'll be able to thirdly it can change dialogue encounters completely though I don't have a complete list of all the possible changes fourthly you can use disguise self to meet the criteria for certain equipment that gives benefits When a particular race uses them this comes in handy if you find an item you really like but you're not the correct race for the extra benefit and lastly it lasts until long rest and is another ritual spell so you won't consume a spell slot when using this outside of combat which is really the only time you'd ever use it anyway so that wraps up our video on best early game spells for Baldur's Gate 3. I hope you guys found this helpful this is mostly can trips and level one spells we'll probably do some videos later on of higher level spells which are good but I wanted to Showcase some spells that maybe you weren't aware of how good they could be and how you might use them effectively because it's not inherently obvious to new players as always if you have other spells or other tips for new players please leave them in the comments so they can get that helpful information if you have questions leave them there as well and I will try and [Music] [Music] [Music]
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Channel: Fextralife
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Keywords: baldurs gate 3, baldurs gate 3 beginners guide, baldurs gate 3 spell guide, baldurs gate 3 spells, best spells, baldurs gate 3 guide, bg3 spells, best early game spells in bg3, bg3 best spells, best low level spells bg3, baldurs gate 3 best early game spells, baldurs gate 3 best spells, baldurs gate 3 best spells for wizard, baldurs gate 3 best spells bard, baldurs gate 3 best spellcaster class, baldurs gate 3 best spells for sorcerer, baldurs gate 3 best spells reddit
Id: 0DhdyLejqLk
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Length: 10min 35sec (635 seconds)
Published: Mon Aug 21 2023
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