BALDUR'S GATE 3 - Cantrip Details & Tier Rankings (Complete Overview of all BG3 Cantrips)

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what's up everybody today we are doing a tier list we are ranking all of the canant trips in balers Gate 3 if you've uh watched any of my videos before you know that I have done a best canant trips video I've ranked I think it was the top eight plus a couple Runners up I've decided to do this format instead one everybody likes tier list right but also I think it's just helpful if we go through all of the cantrips not just the ones that I consider the best because there are some B and even C tier cant trips that I think are still pretty decent and situationally they can be pretty good so my plan is to do this for all the Spells and we'll start with the cantrips today all right so we're just going to run through these in alphabetical order first up is acid Splash it's a conjuration cantrip that's available to the sorcerer Wizard and alrich Knight you throw a bubble of acid that damages each creature it hits does 1d6 acid damage some things that could be considered a pro for this spell is that it's a AOE spell acid is a less resistant damage type that said there's a lot of cons to this canant trip the 1d6 is relatively low damage and despite it being an AOE spell the area of effect is rather small but the big count against this canant trip is the fact that it's a save canant trip when it comes to save canant trips I'm going to grade them on a lower scale than can trips that require an attack roll they're simply not as good and here's why with regular spells when your target succeeds their save they still take half damage like if you cast Fireball which is a third level spell that requires a deck save and your target succeeds in making that save they still take half of the amount of damage so it's never a total Miss however with canant trips it's different when your target succeeds in their saving throw from a can trip they actually take no damage and in addition to that and this applies to all spells that require a save you can't crit with them and you can't apply certain bonuses like from high ground for example for those reasons I will always consider can trips that require a saving throw to be weaker than those that require an attack roll so that being said I'm going to have to put acid Splash in C tier I just don't think it's very good and there are several damage dealing cantrips that are much better okay next up is blade Ward it's an abjuration cantrip that can be picked up by The Bard the sorcerer the Warlock the wizard The Aldrich Knight and the Arcane trickster this is a buff canant trip that allows you to only take half damage from bludgeoning piercing or slashing attacks for two turns this is definitely situational you have to really anticipate when you might need this though it certainly can be useful if used in the right situations I wish that it lasted longer than two turns and the fact that that it doesn't means casting this while out of battle it it just makes it less valuable like there are those Buffs such as bless that you can cast it right before you go into battle and by the time you cast it and walk over and and hop into battle you usually wasted a turn or two but you still have you know seven eight maybe even nine turns left to be able to make use of it but in this case if you cast it before you enter turn-based combat two turns is likely not enough for you to get any real use out of it which means that you'll have to cast it in battle and burn an action that said one of its real saving Graces is that it works very well in conjunction with other spells like armor of agathys and Flame Shield so you can really design a successful build around these spells and it could potentially be very powerful for you if you build the character in the right way and use it in the right way so even though it is a strong spell due to its situational nature I'm going to go ahead and put it in B tier okay next up we have bone shill this is a necromancy spell it's available to the sorcerer the Warlock the wizard The Arcane trickster the circle the spores Druid The Aldrich Knight and the high elf and the high half elf bone Shield is part of a small family of damage dealing canant trips that not only deal damage but also do an extra ability on top of that and for these canant trips I'm always going to rate them a little bit higher any spell that can do multiple things at once or has additional bonuses on top of just the damage is always going to be rated a little bit higher in my opinion so in this case it deals 1d8 necrotic damage but it also prevents your target from healing until the next turn and there's actually a third thing an undead Target if you're fighting the undead and there's plenty of Undead in bg3 the undead Target receives disadvantage on their attack roles I will say that this mechanic was likely introduced in a way to balance this canant trip because Undead not all of them but many of them are actually resistant some even immune to necrotic damage so this is likely a way to balance that out overall this is a really solid canant trip it deals decent damage and has these added benefits as well so I'm going to go ahead and put it in a tier okay next up there's Dancing Lights this is an evocation cantrip uh it can be taken by the barard the sorcerer the wizard The Arcane trickster and the alrich Knight what this spell does is a essentially creates these lights that just spin around and illuminate the area that you're in it lasts 10 turns and requires your concentration so this helps with not having dark vision if you don't have dark vision in this game you're going to find yourself rolling with this Advantage often so a spell like this can be very powerful in those situations you can light up the battlefield and negate that dark vision penalty in a vacuum Dancing Lights is a very solid canant trip but that said I I believe that the light cant trip is a much much better option it essentially does what dancing lights does but only better now I know that there are some people in the comments that are going to talk about how Dancing Lights can also trigger traps and that's true you can cast the spell on a trap and spring the Trap here's why I don't really care about that because in every one of my parties I have at least one character that has a very good slight of hand skill I highly recommend that you do too slight of hand is an extremely important skill to have in this game and while not every character has to have it every party should have at least one person that is very good with slight of hand you need to be able to disarm traps and pick locks if you're using Dancing Lights as your sole purpose for disarming traps you've got bigger problems I highly suggest you go visit Mr Withers for a Respec yeah at the end of the day I have to put dancing lights in D tier and and that's just because light is just so much better I really see no reason why you would take dancing lights over light again that's just my opinion but I'm picking light 100% of the time which means 0% of the time I'm taking Dancing Lights which definitely lands it in D tier for me all right next up we got eldrich blast you know it you love it it's the infamous evocation cantrip for the Warlock this cantrip can actually only be picked up by the Warlock unless you take uh there's two different Feats that can get it for you as well you can take the spell sniper feat or the Warlock magic initiate feat and you can also get the can trip that way but that said if you do go that route and take uh eldrich blast through the Feats you end up with a much less powerful much more watered down version of it and we'll talk about that in just a second um starting off eldrich blast does 1 d10 Force damage now something I haven't mentioned yet is that cantrips actually scale up with your character when you level up the damage dealing cant trips level up with you essentially at level five they will double their damage and at level 10 they will double their damage yet again Aldridge blast scales up a little bit differently instead of doubling its damage you get an additional beam now this is far more powerful because you can still choose to use all of the beams on one target or you can divide it up and attack multiple targets at once and what makes this especially powerful is that any bonuses that you have to the damage whether it be from any of your character's abilities or any magic items any additional bonuses are added not to the entire role but to each being this makes this cantrip far more powerful than all the others and just at level two the Warlock gets access to their invocations and when you get these you are likely going to take agonizing blast which allows you to deal your charisma modifier bonus twice to each beam and repelling blast which allows each beam to knock your opponent up to 15 ft away yeah this takes Eldridge blast to a whole another level and the fact that it's a can trip and you can just Spam it really makes it one of the most powerful offensive weapons in this game that's why it hands down goes into s tier it's our first s tier spell I think there's no question about it that said if you do get this spell from taking a feat like the spell sniper or magic initiate it is not the same I have to put in an a tier then you are giving up the warlocks invocations and without agonizing blast and repelling blast it is simply not the same it's still powerful it's still a good cantrip but it is not the PowerHouse we know and love without the warlocks invocations okay next up there's Firebolts it's an evocation cant trip available to The Wiz wizard sorcerer Arcane trickster eldrich Knight the high elf and the high half elf this does 1 d10 fire damage so aside from eldrich blast it's the only other canant trip that is made with an attack roll that does this much damage it is essentially the highest damage dealing canant trip available that's not a save canant trip that is available to classes outside of the Warlock it's because of this high damage plus the extra utility that you get from being able to blow things up that I'm going to put Firebolt in a tier I mean I guess it doesn't technically fall under the category of being able to do multiple things at once though it kind of does there's lots of things in the game's environment that you can interact with that are explosive including like the grease and the web spell that makes the Firebolt that much more powerful but again the fact that it's the highest damage dealing attack roll cantrip that alone should really put it an a tier in my opinion like I don't know why you would ever not take it but the environmental interactions are just a kind of a bonus on top of that okay next up is friends friends is an enchantment cant trip available to The Bard sorcerer warlock wizard eldrich Knight and Arcane trickster what this does is it gives you advantage on Charisma checks against non-hostile creatures it lasts 10 turns and requires your concentration the concentration thing doesn't really apply very much here typically I would say that you have to be very careful about the amount of spells that you take that require concentration because even though there are some of the more powerful spells in the game you don't want to load up on all concentration spells because you can only cast one at a time that doesn't really apply too much here because friends is pretty much 100% of the time going to be cast outside of combat you're going to use this spell during dialogue interactions and if Ed properly it will help you pass your charisma checks and sometimes even bypass certain battles if you succeed with those checks I know a lot of you love this cantrip I see people talking about it all the time in the comments saying how you should take it how great it is and judging by that I think a lot of you would probably put friends in a tier but even though it may disappoint some of you I'm going to have to respectfully disagree and place friends in B tier now that doesn't mean I think it's garbage or something B tier is good it's only one wrong below a so for all you friends lovers out there let's not get too worked up about this allow me to explain why I don't think it belongs as high as a now in D and D I always recommend playing to your strengths there's usually multiple ways to accomplish something and the best way for you to go about doing something is to pick a path that your character is good at if you're a real brute like a half or Barbarian that only has a tanon Charisma maybe Charming people isn't the best way to go about doing things if you do use a social interaction intimidation is probably a better fit and if that fails you can always go full-on murder hobo and kill everyone to solve your problem now if you're a charismatic sorcerer on the other hand the face of the party perhaps then yeah charming someone to do something you want is quite possibly the best path forward and if that is the case do you really need Advantage most skill checks in this game have a DC between 10 and 15 or easy and medium with only the occasional hard check at 20 or higher if your character has high Charisma they're going to be able to pass most of these Charisma checks in the game no problem even for those times that you do fail the game has a pretty generous inspiration system so you'll likely have at least one or two inspiration points that you could spend to do a reroll now look if friends gave you like a plus 10 bonus like pass without Trace does for stealth then I'd put it in a but truth is pass without Trace is a second level spell so I'm probably asking too much to apply such a bonus to this can trip and I get that but I just don't see having Advantage as powerful as a mechanic as Advantage is I just don't think that it's that much of a GameChanger on a single roll like if you have poor Charisma then it's totally possible that you could roll a check with advantage and just fail both rolls and if you have good Charisma and then I think more often than not you're going to pass these checks without even needing advantage at all all that said I suppose this canant trip is best reserved for those PCS that have a middling Charisma score in which case I would recommend it then but this is why I consider it situational or build dependant which would be landing it in B tier for me I mean again if you have very bad Charisma best not to rely on Charisma checks to bail you out and if you have great Charisma I think your limited number of can trips would be best served elsewhere but again for some of you with Charisma that's like 12 or 14 sure grab friends it could come in handy sometime when maybe you wouldn't otherwise be able to talk your way out of a sticky situation okay next up is guidance guidance is a divination cantrip it can be picked up by the cleric the Druid and the pack of the to warlock guidance is probably well not probably it's definitely the most widely used spell in the game if someone in your party has guidance you're using this spell more than any other because you should really be using it every single time that you do an ability check outside of combat anytime that you have a skill check that you have to do you just click add bonus and you can add this 1 D4 bonus to your skill check I can't tell you how many times this little added bonus helped me pass some crucial skill check that I had to pass especially when I'm holding my breath and I have to make a skill check for like one of my dump stats having this little bonus is just so helpful and if you're one of the classes that can take it it's an absolute must pick so as this video goes on you'll see how selective I am about what I'm putting in s tier but this is one of the few that is going to make it up there I think guidance is 100% s tier the fact that it's a cantrip and you can just Spam it over and over again and keep getting the bonus for these ability checks is just huge It's s tier all day all right next up another very good one light light is an evocation C trip it's available to The Bard the cleric the sorcerer the wizard The Arcane trickster and the eldrich Knight now light is available until a long rest so you would cast this on one of your companions or yourself or whoever in the party doesn't have dark vision as I mentioned earlier in my opinion I think it's better than dancing lights in just about every way for one the light follows you around you're not just lighting up one area in which you when you walk away that's it's no longer effective it doesn't matter and then you have to recast it and you recast it again and that just gets to be kind of a pain in the ass in my opinion I like how the light follows you around but for those of you who are concerned about Stealth the good thing about the light can trip is that because it's lighting up your weapon and not yourself or your clothes or your body or whatever you can just swap out weapons like if you needed to be sneaky for a minute you can swap out weapons the light goes away and and then when you want it to come back you can switch the weapons back and it's still lit up so I love that ability to kind of turn the light on and off I think that's great and I'm actually going to put this in the a tier because I think the ability to light up the battlefield to negate any of the dark vision penalties that might be imposed on any of your characters without dark vision is just huge and it's also just helpful to light up the screen for the player to be able to see the environment a little bit better in those deep dark dungeons so I just think it's really really useful I love the fact that it lasts until a long rest and it's basically the One-Stop shop for you know solving the problem of not having dark vision so for that reason it's going to land in a tier all right next up we got Mage hand Mage hand is a conjuration can trip it's available to The Bard the sorcerer the Warlock the wizard and the eldrich Knight Mage hand allows you to conjure a floating hand that will do your bidding by interacting with objects or the environment in some way perhaps the most common way to use Mage hand is by sending it into a treacherous area where you would prefer not to go uh for example there's a particular moment in bg3 where you may want to grab a book but it's sitting in this small room that's uh going to get bombarded by Firebolts as soon as you enter you can always send Mage hand in there and grab the book for you and the problem solved there are actually several creative ways to use this can trip one that comes to mind for me is a time in the game where I actually use magean to push a flammable Barrel down a hall into another room with a bunch of bad guys push the barrel close to a cluster of them then when I remained hidden in the hallway I shot a flame Arrow at the barrel and it went boom so Mayan's great it's fun and I consider it a must pick for the classes that have access to it so for that reason I will put it in a tier and then next up we have minor illusion yet another very good canant trip as you might have guessed it is an illusion can trip it's available to the Bard the eldrich Knight the sorcerer the Warlock the wizard The Way of the Shadow Monk and the Arcane trickster what it does is it allows you to create illusion in this case in this game I think it's always a cat but you create this cat and uh it distracts your enemies um the description says it compels nearby creatures to investigate so yeah you cast this illusion that distracts your enemies they go check it out and usually this is best used for stealth you can you know sneak by your enemies when they're distracted um there's a couple other good creative uses for it though um you can use this to kind of group the enemies close together and you can cast an AOE spell on them like you get them all close together and just Fireball their ass that's always fun you can also put the illusion like next to a cliff get them to go by the cliff and then you can use like elridge blast or Thunder Wave to blow them off the side so it can be very very useful and again this is another one that I would really consider a must pick I think it's good to have a balance of damage and non-damage dealing canant trips available to you and this is definitely one of the stronger non-damage dealing canant trips in my opinion and I'm going to go ahead and put it in a tier all right next up is poison spray this is a conjuration canant trip it can be picked up by the Druid the eldrich Knight the sorcerer the Warlock the wizard and the Arcane trickster this allows you to Puff out a cloud of poisonous gas uh it actually does 1 D12 of poison damage so this is technically technically the highest damage dealing cantrip though that said it is a save cantrip it requires a constitution saving throw so as you know that is a big count against it in my opinion on top of that poison damage is highly resisted in this game and yet another count against it is that it has fairly short range it's not a melee spell though the range is only 10 ft so despite it being 1 D12 of damage I think there's just too many counts against this canant trip so even though it does have the 1 D12 worth of damage I feel like this was made to make up for all the uh other shortcomings that this cantrip has and to me it just doesn't make up for it if those other few that we just went over are must picks this is like the opposite of this this is a never pick I mean I guess if you trying to build a poison damage Centric character that's really relying on poison damage I don't know why you would do that because poison damage like I said is a very resisted damage type in this game so I wouldn't recommend building such a character and I definitely don't recommend taking this spell so we are going to be putting it in D tier all right so moving on we come to produce flame this is a conjuration canant trip that is available to the cleric and the Druid it produces a single flame in your hand that sheds light and Deals 1d8 fire damage when you throw it so produce Flame actually does what light does and what Firebolt does it just doesn't do it as well as either one of those other two canant trips and I would never pick it over the other two if I had the option but it's important to note that this is only available to the cleric and the Druid and because of that this cantrip could be considered a good pick in very select situations the best situation that would justify taking this is that if you were a druid who doesn't have dark vision as Druids don't get access to light or to to Firebolt now if you're a cleric that really wants to have a flame based canant trip you could justify taking it though clerics do get the light can trip so they shouldn't really take this solely for a solution to not having dark vision otherwise I just don't think it's that great of a pick uh but once again because we're dealing with something that's situational or build dependence it will land produce flame in B tier okay next up we have Ray of frost this is an evocation cant trip it's available to the sorcerer the wizard The eldrich Knight and the Arcane trickster um this is another cantrip that not only deals damage but has an added effect it does 1d8 coal damage but at the same time it reduces the target's Movement by 10 ft reducing your targets movement can be so useful if that Target is a melee Focus character if they don't have any ranged attacks they have to get up to you in order to do damage and if you slow their movement down they may not be able to do that or perhaps they have to burn their action in order to dash in order to get close to you so there's been countless times where I've use the spell and that reduced movement has helped me a ton but on top of that it does cold damage and in this game if you impose the wet condition on your opponent this will double cold and lightning damage this is a very solid strategy in this game and because of that I've come to really value all of the spells that do cold and lightning damage Ray of frost is without a doubt an a tier cantrip due to the cold damage and the fact that it has that additional perk of slowing your enemies down okay next up we have resistance it's an abjuration cantrip that's available to the cleric and the Druid resistance is essentially guidance except it's for saving throws as opposed to skill checks this is far less useful it just doesn't come up all that often saving throws outside of combat are relatively rare so the fact that you are kind of forced to use this in combat to have any kind of impact requires you to have some foresight on when it would be useful you would need to identify the Target that is going to need to make the saving throw in addition to just knowing that a saving throw is imminent on top of that you need to be in melee range and it requires your concentration so I'm not going to say that resistance is never going to come in handy there may be times where you might be glad you picked it but it's extremely situational and I feel like a lot of the times if you're using it in battle it might be kind of a waste you burn an action to use it without even really knowing for sure if it's going to make any kind of difference so I really don't think resistance is all that great which is why I'm going to put it in C tier okay next up is sacred flame it's an evocation canant trip that's available only to the cleric this canant trip does 1d8 radiant damage and it is a save canant trip it requires a dexterity save from your opponent but I'm going to rate this slightly higher than my other save can trips because I think it is a little bit better number one radiant damage is not only one of the least resisted damage types in the game but there are several enemies namely the undead who are often vulnerable to it which means you're going to be doing double the damage on top of that it can't be blocked like other range spells can like sometimes in this game when you try and shoot someone with a ranged attack it'll tell you that the path is interrupted that something is blocking your way but see this canant trip allows you to you're not actually shooting a flame at them you're looking at your Target and they just kind of burst into flame so it's okay if the path is interrupted that doesn't count against you with this so that makes it a little bit more valuable I'm actually going to put it in B tier though I will say you need to be aware of your Target's dexterity number I don't recommend casting this on targets that have a very high dexterity or you'll find that it often misses so yes the fact that this is a save cantrip does count against it honestly if it was a straight attack roll I would no doubt put this in a maybe even s because I do feel that radiant damage is that powerful but the fact that it requires a deck save does bring it down a little bit but I I think it rests comfortably in B tier okay next up we have chal this is a transmutation cantrip available to the Druid and the nature domain cleric uh this allows you to infuse use your staff with this magical energy that lets you put your spellcasting ability in this case wisdom and Tack that modifier onto your attack roles in addition to the 1d8 bludgeoning damage that it does this is a great can trip you're not going to use it all the time but for those times that your Druid is face to face with an enemy and has to engage in melee combat it's perfect especially because it only requires a bonus action so say you're going toe to- toe you don't want to catch cast a range spell attack and take disadvantage for it you can use your bonus action to cast chal on your staff and then just attack with the staff and it makes a Quarter Staff attack relatively powerful so unless you're making a druid that is melee focused you're not going to be using it all of the time but for those times that you're forced into melee combat and maybe don't want a wild shape or you don't have any wild shapes left chal can come in very very handy if it costs a regular action I would no doubt be putting it in B but the fact that it's a bonus action elevates it just a bit so we're going to put chal in a tier okay next up we have shocking grasp that's an evocation cantrip it's available to the sorcerer the wizard The Arcane trickster and the eldrich Knight it does 1d8 lightning damage and once again this is one of the damage dealing cantrips that has a little bonus to it in this case your target cannot use reactions and this spell has advantage on creatures that are wearing metal armor so it does a few different things in addition this is the only melee cant trip now most range spellcasters aren't going to be in melee range all that often though it is nice to have the option as I discussed with chalay to be able to have something to go to when you are in melee range also if you're like an Aldrich Knight for example who has access to this if you're a Gish type character a frontliner who can also use magic shock and grasp is very powerful and as mentioned this is a lightning spell so you can use it with that wet condition and double your damage so shocking grasp has a lot going for it and like the other damage dealing cantrips that do multiple things I am going to be putting it in a tier okay next up we have thury this is a transmutation cantrip available to the cleric as well as the zerial and asmodus tling thury gives you advantage on intimidation and performance checks so this is kind of like friends except instead of charming your opponents you're intimidating them um but it's still used much in the same way if I'm going to be choosing to intimidate my opponents most of the time I'm going to do so with a character with high intimidation I'm not going to be relying on a can trip like this in order for me to be able to successfully intimidate is it a nice bonus to have sure especially if my intimidation is lacking but that said if my intimidation is lacking I likely won't go the intimidation route in this game I played my strengths which is why for the same reason as friends I'm going to put it in B tier okay next up is Thorn whip Thorn whip is a transmutation C trip that's available to the Druid the nature domain cleric and the pack of the toome Warlock this does pretty much what it sounds like it has you conjure up this thorny Whip and when you use it on your opponents it deals 1d6 damage but it also pulls that opponent 10 ft closer to you so long as the target isn't huge if the target is medium size or smaller which typically is the case you'll pull that opponent in this can be a very powerful tactic not only can you use Thorn whip to just pull an enemy closer you can also use it to pull an enemy through AOE damage like cloud of daggers or firewall or there are actually cases where if you're standing on the edge of a cliff and your opponent is on the other side you can use use it to pull them into the pit you can actually one-hot some seriously powerful opponents with Thorn whip if used in this way I consider it an absolute must pick for the Druid and for that reason I do put it in a tier all right almost done just got a couple more left next up we got true strike it's a divination cantrip it's available to The Bard the sorcerer the Warlock the wizard The eldrich Knight the Arcane trickster and the Ranger with the Mage breaker ability what true strike does does is it gives you advantage on your target for two turns okay when new players first read the description for True strike many of them see what they think would be a fairly good cantrip but most experienced players know better and let me warn you this cantrip kind of sucks it's very deceptive in its wording while it says that it grants you Advantage for two turns because it costs an action to use you really only get that Advantage for one of those turns unless you rank a potion of speed or have haste cast on you then you actually burn your action for one turn then have to wait until the next turn which let's face it in a big battle anything can happen maybe by the time it gets back around to you that opponent isn't even still standing on top of that it only applies to you and this single Target and it requires your concentration it's really kind of a shame to see this have to go in D tier because honestly there's a number of things laryan could do to make it better they could remove the concentration mechanic they could allow you to give advantage to you and your companions they could make it a bonus action they could allow you to select three different targets instead of just the one if they did really any one of these things it would dramatically improve the true strike cantrip however in its current state this is widely considered to be the worst can trip in the game which will obviously without question land it in the basement of D tier okay so for our last can trip we have vicious mockery this is an enchantment can trip that is available to The Bard and the pack of the toome Warlock it does 1 D4 psychic damage as well as imposes disadvantage on your target for one turn okay so let me just say I do really like this cantrip I think it's a really fun one I love picking it for The Bard it's very thematic very fun from a role playing persp perspective I mean you're literally insulting someone so bad that it hurts them so absolutely perfect for The Bard class and there would have been a time not too long ago that I would have put this in a tier in fact it did actually make my list of best can trips in my other video not too high on the list by any means but it was on there however after some serious consideration I've decided I'm going to put it in B tier I mean the 1 D4 damage is just so low it's almost non-existent the average damage is what uh two actually it also requires a save so maybe that even brings down the average to a single hit point per turn I don't know I haven't done the math but I don't really need to I mean yeah it's a fun canant trip to use yes giving your opponent disadvantage for a turn is another little bonus that's great and yeah there are times when your enemy just has one or two hit points left and this is a good way to finish them off without having to uh burn a spell slot vicious mock does have its place in the game and that's why I'm putting in B and not C or D tier however I just can't justify putting it in a tier when it does such minimal damage it's fun it can be useful in the right situation and yes for me it's always a pick for the Bard But ultimately I think B tier is where it fits most appropriately okay guys so that will wrap it up I hope you enjoyed the tier list if you agree or disagree with any of my rankings feel free to leave your comments below I just ask that you keep things respectful keep things civil remember this is just my opinion but if you did enjoy the video I do ask that you like and subscribe I'm going to be coming out with the level one spell rankings very very soon along with the rest of the spells in the game so keep an eye out for that all right thank you very much everyone take care and until next time happy gaming
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Channel: Player 1 Gaming
Views: 1,296
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Keywords: baldurs gate 3, baldurs gate 3 gameplay, gameplay, beginners guide, rpg, rpg 2023, crpg, baldurs gate rpg, balders gate 3, baulders gate 3, boulders gate 3, larian studios, Baldur's Gate III, Dungeons and Dragons, Dungeons & Dragons, DnD, D&D, video game, gaming, tips, tricks, tips and tricks, stategy, Player 1, Player One, Player 1 Gaming, Player One Gaming, Spells, Cantrips, Top spells, best spells, best cantrips, tier list, rankings
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Length: 35min 47sec (2147 seconds)
Published: Tue Nov 07 2023
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