Baldur's Gate 3 - The 10 MOST POWERFUL Spells You NEED to Use - Skill Guide, Best Class & More!

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hey guys who wants to play my favorite game Throw Fireballs Shadow heart well what the [ __ ] look I don't know what I'm doing I just wanted to cast a load of spells at the start of the video you know I'm gonna move on now hello my fellow true souls and welcome as we talk the ten also there's a few more as well best spells in Baldur's Gate 3 that I think everyone should take should use that you can't go wrong with that will just work brilliantly in every situation both in and out of combat now there is a few caveats to this firstly there is a lot of spells and there are plenty of good ones that won't appear here but I wanted to keep it you know straightforward and secondly I will be focusing on spells that I can reasonably expect you to have access to in act one and level seven and under so it won't go above fourth level spells and I will be keeping it focused on cleric Wizard and warlock as Shadow Hearts at Gail and will will be you know there for you also there will be a bit of sorcery stuff because there's an overlap and that's the class that I'm playing so I can add a little bit of insight there but yeah I don't expect to see Druid stuff here though that does come into play later and I do plan on making a more end game version of this really going into everything but for now this will more than get you started on the ways of the weave when it comes to your journey in Baldur's Gate three so you get to the point right where you level up for example I'm now seven on my Sorcerer And you excitedly go to your spells and then it's just this wall of options that you've probably read most of them if not all of them and you've considered them at previous levels but you've now unlocked level 4 spells and there really is a lot of potential here and synergies and uses that you might not realize and some of the Spells are actually quite bait because they sound great but in reality they're pretty terrible and some are surprisingly awesome and you might be feeling just a little bit confusion well that's kind of what I want to answer today with you know the 10 it's probably closer to like 20 best spells that generally you want when they become available because they're just always fantastic so before we start counting them down as it were I do want to throw in an instant bonus pick because it's something that's very boring but perhaps one of the most impactful things you can have going and that is Guidance the ability to with a simple can trip give a 1d4 to any ability check on any character as long as you've got Shadow heart slasher cleric with it in the party trying to convince someone intimidate Etc guidance at a 1d4 trying to kick down a doll with strength guidance at a 1d4 lock picking of your dexterity 1d4 so on and so forth it is just so valuable and malleable to always be able to rely eye on a little bit extra even if you otherwise don't have any way to make a check that you're currently on easier and it's just free because it's a can trip and you might as well have it and apparently my character gets really excited when I start casting guidance why did they run around in a circle and it's just useful to have a background effect that I think every party should have in their back pocket beginning of number 10 then is a pair of can trips and the reason it's a pair is thusly Firebolt the most damaging basic can trip that will scale as you level up stats as one to twenty one d10 goes to 2D 10 and so on and so forth and will be your just reliable free infinite damage spammer on anyone that can learn it it's really really reliable and something that should be there if you need regular damage without using a spell slot I don't have much chance of hitting Shadow out here but hey we can set Gail on fire oh not after that then I want to talk specifically Eldritch blast as the true most damaging cantrip it looks incredible and as a warlock it is going to be your source of damage as your spell slots and many and should be used on more significant things than just a bursts of damage but once you get agonizing at level two well it means that it starts to really hit hard by gaining your charisma modifier so if you are someone that neither dips into warlock as a multi-class just to level two to get Eldritch blast and agonizing to get a really reliable good source of damage that is very malleable in how it's used because you can Target the beam separately you'll get more and more beams as you level up and you can have the repelling blast so it creates some space when you hit someone with it like so which is just awesome and it really is phenomenal null you can also get the feet that lets you dip into Warlock and get a cantrip which also lets you then get Eldritch blast but without agonizing blast it's not actually more damage than Firebolt it's just a bit more utility-filled because you can Target the beams separately then we move on to number nine but essentially between Firebolt and your Eldritch blast you will not get more damage per turn out of a can trip in the game and that's worth pointing out after that then we jump over to Shadow heart for well and this spiritual weapon a bonus action so you can do it on top of you know your normal what you want to do that turn and you select the weapon you want to summon for example the sword will have lacerate and the others will have their own unique abilities too all doing Force damage you can summon it massively far away so if an enemy is just stood there and you plop a giant glowing great sword on their face and then it's that Great Subs turn with its own initiative and then and you lacerate them you attack them you get the extra damage in but it's way more than that this is its own entity with health which means enemies will try and kill it and if they're killing this they're not killing you and that is self-explanatory how helpful that is the more guys you have on your side the more you can spread out damage and on higher difficulties that can be the difference between succeeding or failing a fight more free damage every turn more damage sponging it's a bonus action it's only a level two spell it is just one of the best things you can take if you have access to it pass that then at number seven I want to talk about polymorph this one is ah I just want to point it out because CC in general is obviously amazing in a game where every turn matters so much and polymorph is really quite a particularly at least in my mind good one normally concentration stuff has to be very good to be worth it because it's very easy to get your concentration broken if you don't have a feet like War Caster to help out with that so you have to get some significance but if you can just walk into a room and then pull him off the main big bad guy and he's now a sheep for five turns not contributing not helping while you clear up all of his minions you're basically going to win the fight and that is a really good use of a fourth level spell slot if you use your fourth level just to do loads of damage that's nice and everything but you kind of not got the utility from it and then as a sheep obviously you can just blast them and they can't really do anything about it because they're a sheep it'll take them out of it but it's a free big hit with whatever move you choose to break it and I think it's definitely a considerably good choice when you start to approach those fourth level spells then let's just talk damage right just some big old efficient damage boys you know Fireball but it must be said it is that taking the first of this joint Seventh Place spot a big area you can upcast it for even more damage and it just is ultra effective at what it does specially on sorcerer where you can then Quicken and do two Fireballs in one turn that just Cleaves down an entire group of enemies near instantly but you are gonna find fewer just purely good I want to make thing die spells and then we'll hop over to Mr Gale here for lightning bolt the same damage role as a fireball but you know lightning instead of fire and a line shape instead of circle it's not quite as useful as shape but in a lot of situations it can be the better choice than Fireball and if you have multiple casters and you can afford to use multiple level three spell selections on damage lightning bolt is the other really good one to take and it doesn't hurt that it looks awesome before we move on I do want to point out though that while I am telling you you know the kind of midnight highlights yet there's still so many good spells and ways to use them in this game and I really would encourage you to experiment even the classic divinity-esque you know create water freeze it with a way of frost and now when someone walks over it they can slip on the ice of course I saved but that will also knock them prone and stop their concentration which is a really cool way to use that combination of abilities there's also things like just knock where you unlock a chest or a door if it's not magic saves you lock picking saves you rolling it saves you wasting tools and time just cast this and open she is it's a really very useful especially in a pinch in any case Alexa move on from Big level three damaging spells to your level 1 damaging spells which are still very important because you have a lot of level 1 spell slots and early on this is just what you will do definitely magic Missile it is one of the best spells in d d and in Baldur's Gate 3 too the fact that it cannot miss outside of you know if they have the counter arm above to it is ludicrously good in a game all about dice rolls giving you a chance to miss if someone is low an important enemy is low or they're running away to fetch the guards or they're counting up to something and you need them to die you can't do better than being able to make sure there is no RNG in them going down you just click and it happens the multi-targeting the ability to turn it up as many spell slots higher as you need to amp the damage it's just so useful and filled with flexibility that you really need especially for a level one the other one that takes the joint rank here is chromatic orb at six this is just a really high damaging spell for a level one spell 3-24 is very good it has the utility of being able to create surfaces of your choice which you can then dip into or combo with things and so on and so forth but the pure damage Thunder version is just really really good and is a neat way to get a key Target down especially early on and worth having around for that purpose when you want to do a little bit more than just your can trip obviously once your can trip scales up and it's now at 2 to 20 this starts to look less exciting to use a slot on but early on chromatic orb really is MVP for just killing things quickly then at number five it's count as fast sorry I tried to say counterpillar you get it because I'm being countless counter spelled it's counter spell That Old Faithful that legendary ability that creates so many cool moments of drama in DND where a key counter spell at a key time saves the day you know what I'm talking about the ability to just say no to an opponent's cast but the thing is it's even better in Baldur's Gate three because in the Indie the the NPC that your DM's telling you about might be casting something but you don't know what they're casting unless you pass a check to identify it or you already know for some reason you just know they're casting a spell and you can opt to counter it and that might be worthwhile you might waste it whereas in Boulder's Gate because it's a game it has to pop up offering you the choice and in doing so it tells you what the spell it is and who it's being cast at so you can check exactly the details of what you might counter spell before committing to do so which makes it really potent not just for stopping it if you need to but just for information on what's Happening and what your enemy spellcasters are doing to you it is just beyond good to be able to say no regularly to enemy potent bits of magic and it's obvious why that is after that we ahead to uh Conjuring minor Elemental I should say that this I'm using as a just summoning things is amazing like the spiritual weapon but minor Elemental is a level 4 spell summons you something well a little bit more potent and for example the ASA here if we bring it out is that potent he's a very uh chunky boy with a good amount of Health a glorious flaming beard and the ability to do a hell ton of damage it just gives you essentially an extra mini party member and while that is great for the many reasons I said the spiritual weapon was great in this instance it's even better he's going to be harder to kill so enemies will waste more time killing him he's going to contribute more damage so well he will kill more things and he is just Ultra useful to have around on top of him having actually the ability to knock things prone he can set things on fire he can Daze and he uh can do all sorts of helpful little debuffs and chaos the battlefield that you want him to and the thing is until he's actually removed or killed you could just kind of keep using in battle to battle as you explore even giving him his uh useful moves back on a shot rest so it's a really long lasting good use of a high level one and done spell slot that you get multiple instances of value out which is what you want the higher up the spell slots that you go so coming in at number three uh well we have this little gem Spirit Guardians God I love this it is concentration and I feel like it's often under appreciated you were wanted on someone who is unlikely to get hit like my shadow out here on 20 AC and of course if you get walkaster too but what this will make happen is for 10 turns and you can choose either necrotic or radiant if you're fighting Undead choosing radiant turns whoever this is on into just a dead disintegrator just by moving around but you cast it and then you get this lovely Aura of your spirit guidance if any enemy runs into them they have to roll the same and take the damage but similarly if you run into the enemy they will roll and take the damage so you can damage people with this by just moving around the battlefield which is so helpful in the game like this web positioning and movement is so critical in your choices and what you do on top of it just being really respectable good damage and it's long lasting every single turn for as long as you keep concentrating This is Gonna Keep ticking and you're gonna keep running around you're gonna keep hitting people with it and it gets so much value there is fewer more valuable and easy to apply sources of consistent damage just a full stop and I cannot recommend it enough then after that we're going to look at some movement I was almost gonna put gaseous form here as it's very fun utility wise unless you fly across the gaps or go in small spaces but I think the kings of movement are Misty step as a bonus section and only a level two spell the fact that you can just reposition so far and easily in combat appear next to someone and get on them the fact that you can find this on magic items to give it to your fighters to your barbarians to your close range guys so they can take advantage of it too it is it's just it's just so good and the bonus action so you don't have to waste your entire turn in doing it it's to get out of jail free card if you're in danger it's again into danger free card if you like to be in the thick of it and it's just unbelievably good outside of combat 2 for getting into locked rooms because you can just teleport through the door across gaps that otherwise might be a puzzle to solve you can break parts of the game and that is very satisfying in its own right the the other one to mention is dimensional door this lets you and an extra Ally of your choice just massively travel and appear wherever you need to be now of course bringing someone with you has a lot of advantages uh that just going by yourself with Misty step doesn't and imagine if you have Spirit Guardians on and you take that character and you teleport them on top of a group of enemies now they're all going to take Spirit Guardians damage so you can kind of turn your allies into bombs no offense Gail and that is a really neat way of using it on top of it just being massively far effective transport especially on a warlock who can do it twice per shot rest as he gets his spell slots back so that is one to be aware of and again you can use it to break various parts of the game too and then lastly at number one the single best spell in the game and I think it's hard to argue against it because it's just it's just is so good honestly it's too good with how they've implemented it in Boulder's Gate 3 it is haste the ability to have two turns a turn for 10 turns that speaks for itself a fight doesn't usually last anywhere near 10 turns so this is just for the entire battle have double turns you have a fighter that can attack twice and now it's hasted so it can attack four times and bonus action you just pump out so so much damage and giving it to a Caster means you can in one turn do for example an Eldritch blast stand then we can start dimensioning Thor out of here with our second action because we're hasted and you can kind of retreat fire Retreat fire Retreat fire in single turns and on sorcerer being able to Twin spell so you take haste and then you put it on two over your extra allies even putting it on the summon from earlier so now he when we go into turn-based mode can run up to someone and do your big old hit and then on top of that do your next one too and it's just so so useful sorry will I need to have examples here yeah I really don't need to convince you that giving a Ally or two of them on sorcerer ten turns of double turns is one of the best things that is possible to be achieved in the entirety of this game combat Effectiveness wise so there you have it that is my Roundup round down of 10 and a lot more spells that I think are all unbelievably solid in many situations and you will never regret having any of them on your bars ready to be accessed and you will do very well because of it and yes as I said at the start tailored to your companions more than anything as they will dictate your excess of spell pools yes you can respect them but I feel like for story lore RPG reasons not many people will do that because it it's weird to take you know shadowhunt who is a hope Shaw storyline cleric that kind of conflict and then make a like a you know Druid in Bear form that just seems a little bit weird to me and I would never do it but hey obviously you can if you want to but you know what I'm saying in any case I hope this helps give you a little bit of direction across multiple classes over what's worth taking and using for now then stick around for many more Boulders Gate 3 and lots of other good stuff on the channel thank you very much for watching like if you did enjoy it subscribe for more and consider supporting the future of this channel on patreon down below and until we meet again oh God bye 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 Julie get into your faces on a mostly daily basis when you let us in your homes to make the whole the stage is uh goodbye
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Channel: RageGamingVideos
Views: 170,517
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Keywords: baldurs gate 3 best spells, baldurs gate 3 spell guide, baldurs gate 3 spells, spells, best spells, dnd best spells, sorcerer, cleric, warlock, wizard, class guide, guide, best build, build, baldurs gate 3 sorcerer, baldurs gate 3 sorcerer guide, sorcerer build, level up guide, feat guide, feats, baldurs gate 3 combat guide, baldurs gate 3 magic items, best class, build guide, baldurs gate 3 combat, baldur's gate 3, baldurs gate 3, gameplay, best, subclasses, level, class, ragegamingvideos
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Length: 21min 27sec (1287 seconds)
Published: Mon Aug 07 2023
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