Baldur's Gate 3 - 9 Secretly MOST POWERFUL Spells You NEED to Use - Best Spell Guide & Class Combos!

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you know there's something so deeply satisfying about picking up a god with your mind and throwing him into a crippling blinding silencing burning cold acid Darkness sphere that will trap him turn after turn until he ultimately dies helpless alone and Afraid along with all of his friends oh my fellow adventurers and welcome one welcome all as today I want to go over a selection of spells 10 or so that I believe are actually ridiculously powerful and lots of them perhaps quite underutilized or overlooked a while back I did talk about something similar but that was aimed very much at the earlier game up to like level three spells and you kind of Basics especially for those that haven't got DND experience like haste being amazing like counter spell or Eldritch Blaster Misty step the Little Gems that I'm sure you're all very much in love with like I am by this point and while there'll be a couple more Staples that I really do think are worth stressing here I think you'll also have your eyes opened and be very presently surprised at just how good a few of the Spells are that on paper do admittedly look kinda trapped so without further Ado let's get to this menagerie of magic because I adore the spells in d d and I adore how they've been implemented in Baldur's Gate 3 and I am just a sucker for magic doing cool magic things and looking really cool while it does the cool magic things and there really is such endless ways to combine spell effects with both the enemies yourself and the environment in Baldur's Gate here that just results in some absolutely a wonderful chaos so let's begin then with number 10 where we are going to look at one of those Staples and that is sanctuary yes I know a lot of you will be like okay yeah obviously sanction is good yes it's a great spell but I really do want to stress it because I think a lot of people do kind of pass over it because simply that you can't attack or Hammer the creature it goes away and you want all your characters to be harming and attacking other creatures that's kind of the point of combat but the utility of sanctuary very really can't be understated the ability to just give one of your party members essentially a free pass immunity from enemy action unless you put them somewhere they get collateraled by AOE is so valuable an easy example if we enter turn-based mode here is if I give Sanctuary to my Sorcerer And yeah this is kind of like a interesting decision because the sorcerer needs to be blasting but the thing is the sorcerer can also do stuff like twin spell haste and now two of your party members have double actions but because I'm now sanctuaried nobody can Target and attack me to break my concentration so that haste is just going to stay and that's a really good use of it maintaining concentration spells without actually having any risk of them dropping you also have the other sort of more obvious use of it where you can put Sanctuary on a more support focused character where you can do stuff like summon your guys that do the attacking that don't count as an attack get your guardian of Faith going also yes healing doesn't break Sanctuary so you can just stand there untargetable consistently healing everyone and keeping everyone alive and just rolling out utility it's just so clutch in so many situations and it works brilliantly for NPCs I won't go into any spoilers per se but there is a lot of missions especially in the later game where keeping a key NPC alive is so critical and Sanctuary is just a free pass to completing that because the enemies just don't Target them anymore and even in a situation where you fully plan to break the sanctuary with an attack just giving yourself for a character around where they won't take any more damage or get hit or get stunned or get cc'd or get knocked prone is really helpful that one turn of immunity to most things the enemy are gonna do so you guarantee you get your next turn to do the big boom that you were planning need a little breather to get to is excellent it's also a good way then to force your tanky characters to be the one taking the hits because I'm sanctuated over here on the bridge and you know I'm all injured and needs um saving I've got Sanctuary on me shadow heart is much tankier with much higher AC so now the enemies kind of have to have a go at her instead of me I can just sort of stand here and not have to worry about much as we go along yeah they're sort of just moving around confused and when you can create this kind of environment yeah that's definitely a spell worth consistently having available and using when the moment is right and that's kind of the last key to leave with Sanctuary when the moment is right it is just a brilliant clutch and game-changing spell to whack on the right person next up then I want to talk about one of my favorite interactions in the entire game and the spell it revolves around is greater invisibility as spell that on the surface is kinda useless so it is just upgraded invisibility regular invisibility as soon as you do an action or attack you get uninvisible whereas with this you have a chance to stay invisible which is obviously great but the key there is the chance how it works if you don't know is when you attack with greater invisibility you roll a stealth check and you have to get 15 or higher to stay invisible which isn't ideal if we look at something like my sorcerer here I've got plus three to stealth so I need to roll a 12 or higher that's quite a good chance to completely immediately become visible and essentially waste the fourth level spell slot on one advantaged attack yeah but if you can get your stealth high enough well then things change dramatically and every time you successfully attack while invisible with great invisibility the DC to stay invisible goes up 15 then 16 and 17 and 18 each time you get an attack off so on a Starion here that I have not really done anything to at all because I've not used them all game but he does let me show you that with his plus 13 stealth well he's got an excellent chance of staying invisible but we can go even further than that by comboing it with another spell that I want to kind of include as a double dip here and that is passive out trace this gives everyone in your party a plus 10 to stealth checks so now a Starion is over here on plus 23 stealth which means that he can't physically fail the greater invisibility check outside of a critical fail he can't fail on the second he can't fail on the third it's only by the 4 off attack that he is now even able to become Not Invisible and is a really good example if we combine a few things we will get sanctuary and put it on Gale here then we will grab Gail and get a greater invisibility on Australian and then with these two we will just go pick a fight because Gail is sanctuaried he can't be attacked and have his concentration on greater invisibility broken and because Aaron is so stealthy he could just keep attacking from greater invisibility and everything works very very smoothly so uh and there we have it and now we're technically in combat but what does it matter I'm just gonna end my turn on Gail here he is surprised of course so we'll go over here and we'll do ourselves another lovely stab stealth is successful and we're still invisible okay very cool and the turn on Gale again and he's just standing there looking around confused because he can't attack Gail because of sanctuary and he can't attack a Starion because he's invisible and then his Darion it could just keep absolutely murdering him and still stay invisible so you see what I mean at first it seems a little bit uh but with a few combinations with the help from a wizard or a sorcerer from a cleric with a druid passed without Trace you can create quite the party combination that turns your Rogue or stealthy son of a [ __ ] in to a deaf dealing Unstoppable machine next up then is something that requires a little bit less you know explanation on how to make it good it going but it is a support healing spell that I think is definitely undervalued Everyone likes healing words your mass healing words your runes and your preserved life if your life cleric Etc but one thing that I think goes well under the radar is Aid this is a really nice double dip obviously you get the heel but it's the increased your hit points maximum that is really appreciated so where you know on 62 73 62 it's a fairly squishy party but we bust out this Aid to give everyone an extra 15 Health they've you know healed 15 but now have 88 77 77 that's looking a lot better and just that in a vacuum is nice right it's worth having a to lash until you're long rest you've got that extra tankiness if you're going into a big boss fight it might as well happen because it's just there it doesn't conflict with Just Pure Healing it's a nice on top but the real reason I want to bring this up as well is if you are anyone that enjoys it using summons so for example conjure Elemental a really potent summon you can whip out your lovely Fireboy and he can do all of his good stuff the guards don't really enjoy it but who cares about that or for example we've pulled out our spiritual weapon on a cleric kind of a really good summon or even I don't know your guardian of Faith again another fairly potent summon and engaging a faves case it's actually going to be even more potent so this has 78 Health 102 and 26 on the weapon if we go back then and cast ourselves the aid it affects all summons including Undead who you normally can't heal so now we have a 46 Health spiritual weapon oh 122 Health Elemental but then a 98 Health guardian of faith and given that a guardian of faith can only do as much damage as it has Health this directly increases its output in a meaningful way and is really good if you are a fan of having lots of minions running around because it makes them massively more effective so definitely just want to keep in your back pocket next up then we're going to talk about a couple flavors of Darkness firstly hunger of Hadar that I'm sure you might be aware of you might have had it cast against you you might know how supremely irritating this thing's existence is so what it does is on the ground you put a big old zone of darkness and you saw this as part of the amazing hilarious setup I had at the beginning of this video with everyone piling into it and it's just you can set up some stupid things in choke points with other spells but for now this then is quite potent we will go into it and enter turn-based mode so while you're in it you're blind so disadvantage on your attacks and you can't fire out of it because you're blind you need to leave it beforehand which is again again really constricting and because you are also in difficult terrain your movement speed is halved so actually leaving the thing in any small amount of movement is really difficult you're going to be in this a couple of turns and then on top of that you just take damage every turn you are in it the cold at the start and then the extra acid potentially at the end this thing can just lock down [ __ ] and kill huge groups of enemies it's just really good simply and straightforward and it's something that should always be considered however if you want to be really mean is a quick little bonus and a little bit of an extra spell thrown in silence this creates a little Dome about the same size as hunger and then everyone inside of it is now yes silenced so you can't cast your spells which means you really have no options you can't attack you can't cast you can can't move you're dying it's just hell in Hada so that's all well and good but we can use Darkness as a concept in a little bit of a cooler way if we uh well clear out of hadapha now so what that concept is is with regular darkness and why is that well if you are in regular Darkness much like kadam you can't see you have disadvantage on attacks you can't uh fire out of the darkness and enemies that are out of the darkness can't fire into it it's this little bubble and did that random civilian just walk up and stick his face in to Hada for God's sake and now I've committed murder so let's work it down here on Gail and Tada here we are so we are blinded enemies can't shoot in we can't shoot out we can't even teleport out or anything like that because you know we can't see it we'd have to walk to the edge and then we can cast and an Emily combat in here is disadvantage so it's a real kind of mess it's Darkness it affects the enemies at a new in equal measure and just makes everything harder and more annoying a real double-edged sword but we can take one of those edges away so we have blinded all of these guys with the darkness there and that's all well and good and then we're going to have Gail just kind of leave and for an extra safety measure we will give him a little bit of sanctuary too just so he keeps concentrating then we can go back to will grow in our cloud and then we'll enter turn base mode so as I was saying we can mitigate one of those edges and that is with a level two a warlock feature that goes by Devil's sight that you can choose as one of your perks alongside agonizing Blast for example this means we can see in normal and magical Darkness just fine so In This Cloud your warlocks are essentially King enemies outside can't Target Us in if the melee guys come in their disadvantaged attacking us and have to get right up to us so we get sort of this kind of home where we are King everything is stacked in our favor and we can sort of just exist in it and do damage from the center because yeah we can see out so we can actually blast out and it doesn't matter that our stealth failed either because again we're in a cloud of Darkness so they are going to of course try their very best to stop me but there's not really much stopping that can be done if I end my turn and let them actually try their best to get it done yeah as you can see they're very confused they're kind of left with throwing as you can just you know generically try and throw stuff in a cloud but that's your only real option specifically clicking on will or the Warlock that's in it is a much harder thing to try and accomplish so essentially as long as you can survive kind of generic basic throwing you are supremely advantaged in any given combat situation even when you're completely solo like this the crossbow person can't fire any shots because they can't click on me the melee guys don't want to come into the cloud because then they'll be disadvantaged so they just sit at the outside looking upset and I think it is absolutely wonderful you can really kind of play with this and if you want to do you could create an entire build around being a sort of Darkness solo Warrior you can either do it ranged by firing out of it or just Millie killing people in the darkness where you are quite literally supremely advantaged the steel Watcher there just past his turn because he has no idea what to do it's so funny so yeah I really wanted to kind of highlight that on how you can use darkness in a way that only benefits you and only disadvantages the enemy and when you include the rest of your team you heal up from the random bits of own stuff which is the only way anything can be stopped here if we really want let's just kind of double up saying so will isn't the one concentrating on the normal darkness and now we're we're really kind of cooking it's a lovely bit of Darkness soup I don't know what he thinks he's achieving by jumping over there but it's not a lot and you just I mean look I realize I'm laboring the point but when this many enemies just cannot figure out how to stop and kill your one warlock that is sat here I mean what else do you need to know or see to be convinced of this General darkness is set up lastly then I want to talk about firewall or more specifically wall of fire this one might be a bit more of an obvious pick you might have used yourself but it really cannot be stressed how good it is in the right situation in somewhere where you have a choke point and enemies are forced to run through the firewall or they just can't get to you it absolutely solos fights and cannot be overstated but there is more ways to use it for example as you've been seeing layering it with uh hunger of Hadar or other Zone wide effects to force people to stay in it for as long as possible and really compound the damage is definitely good but the thing is the actual range on this is huge but if you combined it with a sorcerer who can do a distant spell then you can actually get such a colossal firewall and the amount of damage potential on that is insane so we have it now they're all walking towards us trying their best and three of them are already on half Health even the steel Watcher that's normally quite tanky about it is still definitively struggling so this just creates this situation where all of these guys here essentially are just gonna die before they can even join the fight and that is absolutely wonderful and if we do combine that with General sorceriness so we can dance around it play with it so on and so forth you do end up in a really good situation so let's actually see how they try and Conquer this single obstacle is going to run straight towards it and almost so how about Selena here yep just kind of charging on through it they'll take the damage when they arrive take the damage when they end their turn and when you upcast it especially the actual raw damage this thing does deal is crazy it also deals damage within three meters of the wall itself they don't actually have to stand in it so it's got a much larger range than it actually looks like it has it really is a huge Battlefield controller and one that I cannot recommend enough for that precious concentration slot if you have someone that can keep it up someone with warcaster and the rest of your party can play around at range and actually use it to the best of their abilities so we might end up getting ruined here and there goes the wall of fire which is a shame but what I was going to show you is something like telekinesis is an extra little bonus spell here you know this you know it's fun to just grab people and just fling them off a cliff and one shot them and such but it does provide amazing utility imagine the wall of fire was still there we just grabbed the person and throw them back in the wall of fire back in the darkness back in the back in the silence and we can just repeatedly do that every single turn yes this is concentration so it needs to be someone else who isn't doing the wall of fire but in concert with the rest of your team as you saw you can create this sort of ultra layered depth Zone that is not impossible to get out of so yeah really just wanted to throw in wall of fire there as I think it does get overshadowed by the more lightning-y higher level evocations which definitely have more raw damage but the utility and Battlefield control especially combo with other spells cannot be overstated all right then ladies and gentlemen that is my little bit of a rundown of a handful of spells how to use them in an effective way and why they're definitely worth considering and they might be a lot more than they initially appear to be so like if you've enjoyed this let me know if you'd like some more spell collections I kind of want to do one for level six spells in the future and subscribe for more consider supporting the future of this channel on patreon down below and until we meet again Josh cotton and Hollow with the videos dropping the humor like a hammer on your tippy toes bringing entertainment on a daily arrangement to take our insanity and turn it into entertainment yes I said entertainment twice to reiterate that it is nice tool again to your faces on a mostly daily basis when you let us in your homes to make the whole world of stage uh goodbye
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Channel: RageGamingVideos
Views: 92,560
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Keywords: baldurs gate 3 best spell, baldurs gate 3 level 6 spells, baldurs gate 3 best build, sorcerer, cleric, druid, bard, warlock, wizard, best spell, best spells, darkness, baldurs gate 3 wizard, baldurs gate 3 sorcerer, best wizard build, best sorcerer build, best build, baldurs gate 3 best multiclass, multiclass, best class, build guide, baldurs gate 3 combat, baldur's gate 3, baldurs gate 3, gameplay, guide, best, subclasses, class, best feat, endgame, greater invisibility, bg, ragegamingvideos
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Length: 21min 55sec (1315 seconds)
Published: Sat Aug 26 2023
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